The starship fires its ion cannon at the B52 Stratofortress. I think im bagging the leader board for this. 59/105
HP: 20,000/20,000
Shields:2,000/2,000 (Will recharge 400 every turn, must be gone for attack to go to HP)
Weapons:
Persicion Strike [1250 damage, 5 post charge, 3 post cool down.] Status: 2/5
Ion Cannon [700 damage, 3 post charge, 2 post cool down.] Status: Cooling down
Cellular Disassembler [450 damage to biological targets, 2 post charge, 1 post cool down.] Status: Idle
Bombard [80 damage to up to 500 things in a stack, no charge, 2 post cool down.] Status: Idle
Last Big Boom [40,000 damage to everything in a stack, 20 post charge, destroys starship.] Status: Idle
Special:
Prototype Wormhole [Starship cannot do anything for 3 posts, when over, starship has shields fully repaired and HP repaired by 7,500
Buffs: [Shielded] Shield must be destroyed in order for the HP bar to take damage. [Flying] Logic decides which attacks fail and which works.
Debuffs: [Prototype] Attacks have a chance to do 50% more damage. [Uncreative] Creative attacks do 10% more damage.
The starship used bombard on the starfighters, if they are gone, it uses bombard on the footmen. 60/105
HP: 20,000/20,000
Shields:2,000/2,000 (Will recharge 400 every turn, must be gone for attack to go to HP)
Weapons:
Persicion Strike [1250 damage, 5 post charge, 3 post cool down.] Status: 3/5
Ion Cannon [700 damage, 3 post charge, 2 post cool down.] Status: Cooling down
Cellular Disassembler [450 damage to biological targets, 2 post charge, 1 post cool down.] Status: Idle
Bombard [80 damage to up to 500 things in a stack, no charge, 2 post cool down.] Status: Cooling down
Last Big Boom [40,000 damage to everything in a stack, 20 post charge, destroys starship.] Status: Idle
Special:
Prototype Wormhole [Starship cannot do anything for 3 posts, when over, starship has shields fully repaired and HP repaired by 7,500
Buffs: [Shielded] Shield must be destroyed in order for the HP bar to take damage. [Flying] Logic decides which attacks fail and which works.
Debuffs: [Prototype] Attacks have a chance to do 50% more damage. [Uncreative] Creative attacks do 10% more damage.
I give Kazar 24 hours to declare the unconditional surrender of all electro units in snowy mountains before the starship opens fires upon them. 61/105
HP: 20,000/20,000
Shields:2,000/2,000 (Will recharge 400 every turn, must be gone for attack to go to HP)
Weapons:
Persicion Strike [1250 damage, 5 post charge, 3 post cool down.] Status: 3/5
Ion Cannon [700 damage, 3 post charge, 2 post cool down.] Status: 1/3
Cellular Disassembler [450 damage to biological targets, 2 post charge, 1 post cool down.] Status: Idle
Bombard [80 damage to up to 500 things in a stack, no charge, 2 post cool down.] Status: Idle
Last Big Boom [40,000 damage to everything in a stack, 20 post charge, destroys starship.] Status: Idle
Special:
Prototype Wormhole [Starship cannot do anything for 3 posts, when over, starship has shields fully repaired and HP repaired by 7,500
Buffs: [Shielded] Shield must be destroyed in order for the HP bar to take damage. [Flying] Logic decides which attacks fail and which works.
Debuffs: [Prototype] Attacks have a chance to do 50% more damage. [Uncreative] Creative attacks do 10% more damage.
I give the survivors 24 hours to declare the unconditional surrender of all NPCs in snowy mountains. 62/105
HP: 20,000/20,000
Shields:2,000/2,000 (Will recharge 400 every turn, must be gone for attack to go to HP)
Weapons:
Persicion Strike [1250 damage, 5 post charge, 3 post cool down.] Status: 4/5
Ion Cannon [700 damage, 3 post charge, 2 post cool down.] Status: 2/3
Cellular Disassembler [450 damage to biological targets, 2 post charge, 1 post cool down.] Status: Idle
Bombard [80 damage to up to 500 things in a stack, no charge, 2 post cool down.] Status: Idle
Last Big Boom [40,000 damage to everything in a stack, 20 post charge, destroys starship.] Status: Idle
Special:
Prototype Wormhole [Starship cannot do anything for 3 posts, when over, starship has shields fully repaired and HP repaired by 7,500
Buffs: [Shielded] Shield must be destroyed in order for the HP bar to take damage. [Flying] Logic decides which attacks fail and which works.
Debuffs: [Prototype] Attacks have a chance to do 50% more damage. [Uncreative] Creative attacks do 10% more damage.
School starts tomorrow for me which I'm pretty sure it's the latest of everyone and duck has dissapeared so I'm going to update it again today. And plus, I like updating.
I imbue Hank's magical staff with the power of the elements, air, earth, fire, and water all now bend very easily to his command.
Hank trains even more, he has achieved the rank of archmage.
Which is funny because normally they don't also hold the title of battlemage.
Hmm... I give Hank some cybernetic upgrades... He is now far faster stronger, more agile etc. than he ever was before.
Just a question; how strong is Hank's attack power?
Oh, and fseftr? That was amazing, but if you aren't going to increase health to show a general idea of the power, there needs to be something to represent that.
Hank goes up to the dragon and easily tames it with his magical power, he is now a dragon rider.
I give Hank's dragon cybernetic enhancements as well, it is now a cyborg dragon and far more powerful as it now breathes plasma instead of fire, far more effective a weapon.
I assist Hank with his training
Hank is now a dragon lord!!! With all that entails, he and his dragon are as one, and fight incredibly well, if his dragon dies, Hank can turn into a dragon. Also, being a dragon lord he can call all dragons to his aide.
That calling thing is a little OP, but I get the point.
I begin making the soul eater blade, the soul eater blade will be soul-bonded to Hank, what it does? Every time Hank kills something/someone or destroys something/someone he gains a portion of their/its power.
soul eater is at 1/5
Hank participates in a ritual with all the elves in the sanctuary, doing a life-link, all of them giving him a large portion of their power and life-strength, leaving them with needing about three posts helping them recuperate to do so.
Hank does a run-through of the burnt moors and desolation, killing all the hellspawn, he gains power equivalent to 35 hellspawn.
Not impressive, I know.
I begin to condense the left over energy from the demonic powers that were in the desolation and burnt moors... 1/11
Boom. The electrolord takes a big hit from the percision strike. The starship beging to charge the ion cannon again. Make your push cultists! Ill take out thier heros one by one while you guys push into zone 3!
9/11
The energy absorption is almost finished...
I'm glad not too much happens on Sunday, I was worried the survivors would have been decimated already. But seriously, could you guys go easy on kazar? Okay, dumb question. kazar, keep up the good work, I'm sure you can survive till I bring Hank to the front lines, but the issue is I don't want to bring him until I have him strong enough to not get killed by everything out there.
The 50 blessed skeletons come over to the desolation, called by a great power.
Suddenly a massive black pillar shoots out of the ground in the desolation, and another one in the burnt moors, the two massive pillars of power converge, then slam directly down, all swirling into Hank's body.
All the demonic energies and residues that were in the desolation and burnt moors have been absorbed by Hank, who is powerful enough to not only contain them, but use them brutally efficiently. Hank now has demonic powers.
Consumed in that massive intake of power were the blessed skeletons, who gave their life-force (or whatever it is) to make Hank stronger.
Massive upgrade. Demonic forces are not happy though...
I ask fseftr to move chuck Norris up as he will decimate thier things. Then a white beam appears across the sky, second later, the sky is filled with lightning. The electrolord is dead. I then send 100 hellspawn up to attack the footmen to see what they can do. The starship goes to tbag electrolord s corpse because why not.
The electro lord barely lives! But then a giant spaceship crashing into it finishes it but does damage to the spaceship. Don't crash into things! Hellspawn die before they even reach there.
The starship begins charging up the ion cannon once again and uses bombard on the electro warplanes. We shall take down the electro empire before hank gets here!
The starship fires its ion cannon at the B52 Stratofortress. I think im bagging the leader board for this. 59/105
HP: 20,000/20,000
Shields:2,000/2,000 (Will recharge 400 every turn, must be gone for attack to go to HP)
Weapons:
Persicion Strike [1250 damage, 5 post charge, 3 post cool down.] Status: 2/5
Ion Cannon [700 damage, 3 post charge, 2 post cool down.] Status: Cooling down
Cellular Disassembler [450 damage to biological targets, 2 post charge, 1 post cool down.] Status: Idle
Bombard [80 damage to up to 500 things in a stack, no charge, 2 post cool down.] Status: Idle
Last Big Boom [40,000 damage to everything in a stack, 20 post charge, destroys starship.] Status: Idle
Special:
Prototype Wormhole [Starship cannot do anything for 3 posts, when over, starship has shields fully repaired and HP repaired by 7,500
Buffs: [Shielded] Shield must be destroyed in order for the HP bar to take damage. [Flying] Logic decides which attacks fail and which works.
Debuffs: [Prototype] Attacks have a chance to do 50% more damage. [Uncreative] Creative attacks do 10% more damage.
Done, you accidentally kill the ice golem too ... uh oh
The starship used bombard on the starfighters, if they are gone, it uses bombard on the footmen. 60/105
HP: 20,000/20,000
Shields:2,000/2,000 (Will recharge 400 every turn, must be gone for attack to go to HP)
Weapons:
Persicion Strike [1250 damage, 5 post charge, 3 post cool down.] Status: 3/5
Ion Cannon [700 damage, 3 post charge, 2 post cool down.] Status: Cooling down
Cellular Disassembler [450 damage to biological targets, 2 post charge, 1 post cool down.] Status: Idle
Bombard [80 damage to up to 500 things in a stack, no charge, 2 post cool down.] Status: Cooling down
Last Big Boom [40,000 damage to everything in a stack, 20 post charge, destroys starship.] Status: Idle
Special:
Prototype Wormhole [Starship cannot do anything for 3 posts, when over, starship has shields fully repaired and HP repaired by 7,500
Buffs: [Shielded] Shield must be destroyed in order for the HP bar to take damage. [Flying] Logic decides which attacks fail and which works.
Debuffs: [Prototype] Attacks have a chance to do 50% more damage. [Uncreative] Creative attacks do 10% more damage.
My electro-soldiers move to the survivor place in zone 4, running from the starship. It would be foolish to try and kill them in a survivor controlled area.
10/35.
What few you have left move.
The apocalypse is moving.
The natives of snow mountain are mad! They begin waking to get revenge on the starship.
In response to the taking of power, demonic forces come after Hank!
Hank and me pause our charging to deal with the demons, (thanks for those by the way fseftr).
In order to keep Hank from taking much damage, I channel some of Hank's life energy into stunning the demons and skeletons (not as effective as holy power would be, but still enough to keep them from being very effective)
Hank, riding his dragon, flies over the burnt moor, before the greater demons can even shake off the stunning to attack, a massive bolt of chaotic dragon-fire mixed with a massive chaos-bolt slams into them, ripping them to pieces down to the molecular level by breaking apart the order of the molecular bonds.
Hank follows up his attack on the skeletons with a massive life/fire/earth attack that dissipates the magic on the skeletons that was keeping them alive.
end result?
Hank gains the powers/strength/skill of 1 greater demon and 100 skeletal soldiers.
(soul eater effects all of Hank's powers, and since his dragon is life-linked, it applies to that too. Soul Eater can't function well as a weapon though, and it greatly increases the weakening of Hank when he actually dies)
I remind fseftr that the shields must be destroyed before HP can be harmed. I also like posting stats because its easier for me to keep track of whats cooling down and stuff. The starship fires a precision strike on the B52 while saving the ion cannon. I then give the snow mountain natives 24 hours to declare unconditional surrender of all their forces before they get decimated. 63/105
HP: 20,000/20,000
Shields: 400/2,000 (Will recharge 400 every turn, must be gone for attack to go to HP)
Weapons:
Persicion Strike [1250 damage, 5 post charge, 3 post cool down.] Status: Cooling down
Ion Cannon [700 damage, 3 post charge, 2 post cool down.] Status: 3/3
Cellular Disassembler [450 damage to biological targets, 2 post charge, 1 post cool down.] Status: Idle
Bombard [80 damage to up to 500 things in a stack, no charge, 2 post cool down.] Status: Idle
Last Big Boom [40,000 damage to everything in a stack, 20 post charge, destroys starship.] Status: Idle
Special:
Prototype Wormhole [Starship cannot do anything for 3 posts, when over, starship has shields fully repaired and HP repaired by 7,500
Buffs: [Shielded] Shield must be destroyed in order for the HP bar to take damage. [Flying] Logic decides which attacks fail and which works.
Debuffs: [Prototype] Attacks have a chance to do 50% more damage. [Uncreative] Creative attacks do 10% more damage.
The starship fires off its ion cannon at the yeti to show off its powers. 64/105
HP: 20,000/20,000
Shields: 400/2,000 (Will recharge 400 every turn, must be gone for attack to go to HP)
Weapons:
Persicion Strike [1250 damage, 5 post charge, 3 post cool down.] Status: Cooling down
Ion Cannon [700 damage, 3 post charge, 2 post cool down.] Status: Cooling down
Cellular Disassembler [450 damage to biological targets, 2 post charge, 1 post cool down.] Status: Idle
Bombard [80 damage to up to 500 things in a stack, no charge, 2 post cool down.] Status: Idle
Last Big Boom [40,000 damage to everything in a stack, 20 post charge, destroys starship.] Status: Idle
Special:
Prototype Wormhole [Starship cannot do anything for 3 posts, when over, starship has shields fully repaired and HP repaired by 7,500
Buffs: [Shielded] Shield must be destroyed in order for the HP bar to take damage. [Flying] Logic decides which attacks fail and which works.
Debuffs: [Prototype] Attacks have a chance to do 50% more damage. [Uncreative] Creative attacks do 10% more damage.
Well then, I guess fseftr's in charge.
I'm sorry fseftr, that means you'll have to hand your units over to someone else. The GM can't play (bias reasons)
Meanwhile in Hankville...
Hank decides to cut short the enchanting on his weapons, (3 post charge to magical enhancements of his weapons)
He begins paladin training, which will even more greatly increase his physical and combat prowess, as well as give him great powers from the holy gods. 1/10
I continue turning his dragon into a technomantic draco-fortress 4/25
Note: When I said Hank trains the dragon, I didn't mean the dragon becomes another unit, Hank and the dragon are now one single unit. Sort of like the dragon rider in the last game was not the rider plus the dragon, but instead dragon AND rider. I'm considering giving Hank a fleet of mini-fighters and drones to accompany, once again, those will be buffing Hank, not spawning minions.
Alrighty, I'm fine with that. The thread is probably going to slow down a lot with school, so update on friday on saturday depending on post count. Expect a lot more NPCs to stir up action.
I'll give scribe (if he's cultus) all the generic, doom portal, and chuck norris. Chaotic gets anything else I own.
Also duck, how do you have so much to do? I get large amounts of homework only for about a month near the end of each semester. Of course, I barely do anything else usually so that might have to do with it.
Its mainly because of of our Principal,several people failed there STAARs which are the end of year tests you take in Texas,so more work and stuff is pushed on us,along with a even shorter Lunch time.
HP: 20,000/20,000
Shields:2,000/2,000 (Will recharge 400 every turn, must be gone for attack to go to HP)
Weapons:
Persicion Strike [1250 damage, 5 post charge, 3 post cool down.] Status: 2/5
Ion Cannon [700 damage, 3 post charge, 2 post cool down.] Status: Cooling down
Cellular Disassembler [450 damage to biological targets, 2 post charge, 1 post cool down.] Status: Idle
Bombard [80 damage to up to 500 things in a stack, no charge, 2 post cool down.] Status: Idle
Last Big Boom [40,000 damage to everything in a stack, 20 post charge, destroys starship.] Status: Idle
Special:
Prototype Wormhole [Starship cannot do anything for 3 posts, when over, starship has shields fully repaired and HP repaired by 7,500
Buffs: [Shielded] Shield must be destroyed in order for the HP bar to take damage. [Flying] Logic decides which attacks fail and which works.
Debuffs: [Prototype] Attacks have a chance to do 50% more damage. [Uncreative] Creative attacks do 10% more damage.
HP: 20,000/20,000
Shields:2,000/2,000 (Will recharge 400 every turn, must be gone for attack to go to HP)
Weapons:
Persicion Strike [1250 damage, 5 post charge, 3 post cool down.] Status: 3/5
Ion Cannon [700 damage, 3 post charge, 2 post cool down.] Status: Cooling down
Cellular Disassembler [450 damage to biological targets, 2 post charge, 1 post cool down.] Status: Idle
Bombard [80 damage to up to 500 things in a stack, no charge, 2 post cool down.] Status: Cooling down
Last Big Boom [40,000 damage to everything in a stack, 20 post charge, destroys starship.] Status: Idle
Special:
Prototype Wormhole [Starship cannot do anything for 3 posts, when over, starship has shields fully repaired and HP repaired by 7,500
Buffs: [Shielded] Shield must be destroyed in order for the HP bar to take damage. [Flying] Logic decides which attacks fail and which works.
Debuffs: [Prototype] Attacks have a chance to do 50% more damage. [Uncreative] Creative attacks do 10% more damage.
HP: 20,000/20,000
Shields:2,000/2,000 (Will recharge 400 every turn, must be gone for attack to go to HP)
Weapons:
Persicion Strike [1250 damage, 5 post charge, 3 post cool down.] Status: 3/5
Ion Cannon [700 damage, 3 post charge, 2 post cool down.] Status: 1/3
Cellular Disassembler [450 damage to biological targets, 2 post charge, 1 post cool down.] Status: Idle
Bombard [80 damage to up to 500 things in a stack, no charge, 2 post cool down.] Status: Idle
Last Big Boom [40,000 damage to everything in a stack, 20 post charge, destroys starship.] Status: Idle
Special:
Prototype Wormhole [Starship cannot do anything for 3 posts, when over, starship has shields fully repaired and HP repaired by 7,500
Buffs: [Shielded] Shield must be destroyed in order for the HP bar to take damage. [Flying] Logic decides which attacks fail and which works.
Debuffs: [Prototype] Attacks have a chance to do 50% more damage. [Uncreative] Creative attacks do 10% more damage.
HP: 20,000/20,000
Shields:2,000/2,000 (Will recharge 400 every turn, must be gone for attack to go to HP)
Weapons:
Persicion Strike [1250 damage, 5 post charge, 3 post cool down.] Status: 4/5
Ion Cannon [700 damage, 3 post charge, 2 post cool down.] Status: 2/3
Cellular Disassembler [450 damage to biological targets, 2 post charge, 1 post cool down.] Status: Idle
Bombard [80 damage to up to 500 things in a stack, no charge, 2 post cool down.] Status: Idle
Last Big Boom [40,000 damage to everything in a stack, 20 post charge, destroys starship.] Status: Idle
Special:
Prototype Wormhole [Starship cannot do anything for 3 posts, when over, starship has shields fully repaired and HP repaired by 7,500
Buffs: [Shielded] Shield must be destroyed in order for the HP bar to take damage. [Flying] Logic decides which attacks fail and which works.
Debuffs: [Prototype] Attacks have a chance to do 50% more damage. [Uncreative] Creative attacks do 10% more damage.
(Yay, setting myself up to be included in what little plot there may be)
GODDAMN IT
STUPID GENDERFLIP VIRUS
I cut out a ton of charging posts...
Upgraded
Upgraded
All killed
They manage to take it out. But do no other damage and all die.
He tames it but not without taking some damage
Upgraded
That calling thing is a little OP, but I get the point.
Upgraded
Upgraded
Upgraded, Elves weakened.
Done
My spies attack the electric repair factory.
I resummon the jedi hero 1/5.
Destroyed
Upgraded
upgraded
All killed
hit!
Hit
Hit. Some spies end up dying but do some damage. Others retreat.
Destroyed!
Jedi summoned!
Done
Mobile one destroyed, I guess.
Done
Done
500 killed
Alright... moved.
Massive upgrade. Demonic forces are not happy though...
Done. 10,000 die before they notice.
Done. 25,000 before notice. Another 10,000 die from dehydration before more supplies come.
Upgraded
Upgraded.
Done
Done
Done
Done
Done
Done
The electro lord barely lives! But then a giant spaceship crashing into it finishes it but does damage to the spaceship. Don't crash into things! Hellspawn die before they even reach there.
Planes die.
Done, you accidentally kill the ice golem too ... uh oh
Stop posting stats... footmen killed
Done
What few you have left move.
The apocalypse is moving.
The natives of snow mountain are mad! They begin waking to get revenge on the starship.
In response to the taking of power, demonic forces come after Hank!
hero list: ekimo3631(Dead); fseftr (Dead); mech hero; Kane, Prophet of Tiberium(Dead); B-52 StratoFortress,Volcanopault(Dead),Hero Lavapult(Dead),Chuck Norris,Electro-Lord, unnamed prototype
Zone 2:
Cave System: .
contains:
Obelisk of Light (100 hp)
Obelisk of Light (100 hp)
Trenches (100 hp)
One way Teleporter (100 hp)
Deep Dark Forest: .
contains:
Collapsed Tunnel
Hand of Nod [60 nod militant squads, 30 nod rocket squads, 5 black hand squads p/t] (150 hp)
Nod War Factory [50 attack bikes p/t] (200 hp)
Hell portal [2000 hellspawn p/t,1000 Apocalypse Demons p/t] (400 hp)
2 Xtreme text cannons
3100 Apocalypse demons
Chuck Norris(100,000 hp)
360 nod militant squads
295 nod rocket squads
50 black hand squads
6800 hellspawn
350 attack bikes
5 stealth tanks
150 apocalypse cultists
Generic Production Facility [750 Generic Soldiers p/t, 250 generic tanks p/t, 125 generic fighter jets p/t, 125 generic artillery p/t, 125 generic bombers p/t, 300 generic heavy infantry p/t, 200 generic snipers p/t, 125 generic helicopters p/t, 100 generic UFOs p/t] (450 hp)
Spy HQ[3 Spies p/t] (100 hp)
Unnamed prototype thing (18,000hp) [1250 dam/5 post/3 cooldown,700dam/3 post/2 cooldown, 450 dam to bio/2 post/ 1 cooldown, 80 dam to each unit in stack up to 500/2 cooldown, 40,000 dam to stack/20 post/self destruct, heal 10,000/ 3 post] [Flying, Chance to take 150% damage]
5 Chinese-Knockoff B-52s
250 generic soldiers
40 generic tanks
25 generic fighter jets
20 generic artillery
20 generic bombers
75 generic heavy infantry
60 generic snipers
20 generic helicopters
15 generic UFOs
Jedi Hero (1400hp)
Zone 3: .
Snow Mountain: .
contains:
6 spies
Iron Mine (50 hp)
Gem Mine (150 hp)
Mining Town (250 hp)
Guard Post (100 hp)
500 villagers
200 guards
50 adventurers
45 TEE fighters
154,000 Footmen
The B-52 StratoFortress (1200hp)
20 repair crew
500 snowmen (After starship)
25 ice golems (After starship)
Yeti (1000hp) (After starship)
Military Camp: .
contains:
Knight Stables [50 knights p/t] (750 hp)
Magic School [5 wizards, 1 mage, 15 apprentices p/t] (2000 hp)
700 Footmen
325 pikemen
400 swordsmen
750 archers
225 longbow men
500 knights
100 catapults
100 ballistae
50 trebuchets
60 wizards
12 mage
190 apprentices
Walled City: .
contains: Outer Villages (400 hp)
Iron Dome (1000 hp)
Outer City (1000 hp)
Inner Walls (5000 hp)
Inner City (1500 hp)
Central Walls (10000 hp)
City Palaces (2500 hp)
King's Castle (25000 hp)
Steam mech factory [50 blessed steam war mechs, 10 AA steam mechs, 5 steam nanobot swarms, 300 automatons p/t] (400 hp)
War Factory [10 F-35s, 10 A-10s, 10 AH-1Zs, 7 F-18s, 5 F-22s, 7 M1-Abrams, 12 BFVs, 5 EA-18s, 3 EA-6Bs p/t] (400 hp)
Anti-Spy training Camp [3 anti-spies p/t] (50 hp)
15 anti-spies
trench (50 hp)
400 blessed steam war mechs
80 AA steam mechs
40 steam nanobot swarms
2400 automatons
70 F-35s
70 A-10s
70 AH-1Zs
49 F-18s
35 F-22s
49 M1-Abrams
84 BFVs
35 EA-18s
21 EA-6Bs
Zone 4:
The Desolation: 5000 king's guards
1000 noble's guards
5000 city guards
2022 footmen
500 pikemen
500 swordsmen
1500 archers
500 longbow men
1000 knights
50 wizards
The Burnt Moors: 25 wizards
5000 city guards
2022 footmen
500 pikemen
10 A-10s
10 greater demons (After Hank)
1000 skeletal soldiers (After Hank)
The Sanctuary: Granite Wall (500 hp)
1000 elven watchmen(Weakened)
200 Disaster Awareness Squad men
Elven Watch Tower (300 hp)
Elven Watch Tower (300 hp)
Elven Watch Tower (300 hp)
Elven Watch Tower (300 hp)
1000 elven archers (Weakened)
500 elven knights(Weakened)
500 elven longbowmen(Weakened)
2000 elven footmen(Weakened)
20 elven fireweavers(Weakened)
20 elven airweavers(Weakened)
20 elven earthweavers(Weakened)
20 elven waterweavers(Weakened)
100 elven apprentices(Weakened)
20 elven battle magi(Weakened)
10 elven spell masters(Weakened)
Elven Fort (1000 hp)
Altar of Purity (750 hp)
100 elven priests(Weakened)
Hank (26000hp)
Hank’s Dragon (8000hp)
30 electric warplanes
120 electric soldiers
70 electro-speeders
56 Electro-Jeeps
In order to keep Hank from taking much damage, I channel some of Hank's life energy into stunning the demons and skeletons (not as effective as holy power would be, but still enough to keep them from being very effective)
Hank, riding his dragon, flies over the burnt moor, before the greater demons can even shake off the stunning to attack, a massive bolt of chaotic dragon-fire mixed with a massive chaos-bolt slams into them, ripping them to pieces down to the molecular level by breaking apart the order of the molecular bonds.
Hank follows up his attack on the skeletons with a massive life/fire/earth attack that dissipates the magic on the skeletons that was keeping them alive.
end result?
Hank gains the powers/strength/skill of 1 greater demon and 100 skeletal soldiers.
(soul eater effects all of Hank's powers, and since his dragon is life-linked, it applies to that too. Soul Eater can't function well as a weapon though, and it greatly increases the weakening of Hank when he actually dies)
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
HP: 20,000/20,000
Shields: 400/2,000 (Will recharge 400 every turn, must be gone for attack to go to HP)
Weapons:
Persicion Strike [1250 damage, 5 post charge, 3 post cool down.] Status: Cooling down
Ion Cannon [700 damage, 3 post charge, 2 post cool down.] Status: 3/3
Cellular Disassembler [450 damage to biological targets, 2 post charge, 1 post cool down.] Status: Idle
Bombard [80 damage to up to 500 things in a stack, no charge, 2 post cool down.] Status: Idle
Last Big Boom [40,000 damage to everything in a stack, 20 post charge, destroys starship.] Status: Idle
Special:
Prototype Wormhole [Starship cannot do anything for 3 posts, when over, starship has shields fully repaired and HP repaired by 7,500
Buffs: [Shielded] Shield must be destroyed in order for the HP bar to take damage. [Flying] Logic decides which attacks fail and which works.
Debuffs: [Prototype] Attacks have a chance to do 50% more damage. [Uncreative] Creative attacks do 10% more damage.
continue with our work.
3/25
3/10
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
HP: 20,000/20,000
Shields: 400/2,000 (Will recharge 400 every turn, must be gone for attack to go to HP)
Weapons:
Persicion Strike [1250 damage, 5 post charge, 3 post cool down.] Status: Cooling down
Ion Cannon [700 damage, 3 post charge, 2 post cool down.] Status: Cooling down
Cellular Disassembler [450 damage to biological targets, 2 post charge, 1 post cool down.] Status: Idle
Bombard [80 damage to up to 500 things in a stack, no charge, 2 post cool down.] Status: Idle
Last Big Boom [40,000 damage to everything in a stack, 20 post charge, destroys starship.] Status: Idle
Special:
Prototype Wormhole [Starship cannot do anything for 3 posts, when over, starship has shields fully repaired and HP repaired by 7,500
Buffs: [Shielded] Shield must be destroyed in order for the HP bar to take damage. [Flying] Logic decides which attacks fail and which works.
Debuffs: [Prototype] Attacks have a chance to do 50% more damage. [Uncreative] Creative attacks do 10% more damage.
I'm sorry fseftr, that means you'll have to hand your units over to someone else. The GM can't play (bias reasons)
Meanwhile in Hankville...
Hank decides to cut short the enchanting on his weapons, (3 post charge to magical enhancements of his weapons)
He begins paladin training, which will even more greatly increase his physical and combat prowess, as well as give him great powers from the holy gods. 1/10
I continue turning his dragon into a technomantic draco-fortress 4/25
Note: When I said Hank trains the dragon, I didn't mean the dragon becomes another unit, Hank and the dragon are now one single unit. Sort of like the dragon rider in the last game was not the rider plus the dragon, but instead dragon AND rider. I'm considering giving Hank a fleet of mini-fighters and drones to accompany, once again, those will be buffing Hank, not spawning minions.
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
I'll give scribe (if he's cultus) all the generic, doom portal, and chuck norris. Chaotic gets anything else I own.
Also duck, how do you have so much to do? I get large amounts of homework only for about a month near the end of each semester. Of course, I barely do anything else usually so that might have to do with it.