I attempt to teleport myself to the objective, but something goes wrong, and I'm flung into the astral plane. Not the first time, but still annoying; should take me about one week to get out.
(I'm going away for a week and won't be able to play.)
Rollback Post to RevisionRollBack
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Wait, are the Sentinels actually... Darn it, looks like they are moving towards the objective. Good thing I actually have a Player-Linked Disclocator for each member of the team. I use the one bound to Gold before he (supposedly) moves away from the objective whilst in Stealth.
Rollback Post to RevisionRollBack
[Avatar] A render of two of my OCs in a Minecraft format.
I attempt to teleport myself to the objective, but something goes wrong, and I'm flung into the astral plane. Not the first time, but still annoying; should take me about one week to get out.
(I'm going away for a week and won't be able to play.)
You are lost in the realm between realms, which has the same effects as being in stasis.
Wait, are the Sentinels actually... Darn it, looks like they are moving towards the objective. Good thing I actually have a Player-Linked Disclocator for each member of the team. I use the one bound to Gold before he (supposedly) moves away from the objective whilst in Stealth.
You're in an underground labyrinth. Paths branch out in countless directions, leading to who-knows-where. The only man-made objects you see are several support columns. A faint green glow permeates the area.
Homing Missile [$175]: Deals 200 damage and is guaranteed to hit.
Yellow Ray [$125]: Instantly destroys a single enemy, but has a recharge time of two waves. Cannot be used on bosses.
Blue Shell [$120]: Targets the enemy with the highest HP and explodes, dealing your minimum damage to them. Never misses.
Plasma Bolter [$150]: Grants two uses of the Coalition soldier's Plasma Bolt ability.
Concussion Grenade [$120]: Launches all enemies away from a tile with minimal damage, either launching them into the air for high fall damage, or sending them flying.
Ballistics Gel Armor [$130]: Has 200 HP. When active, wearer takes half damage, and the armor takes half of the reduced damage. Halves movement speed.
Invincibility Candy [$200]: Grants you invincibility for 2 turns and increases your damage dealt to nearby enemies by 50% (stacks with Close and Personal).
Steroids [$100]: Increases your max HP by 200 for the rest of the mission. Sets current HP to 20.
Instant Tree Seeds [$100]: Instantly grows a tree that can be used as high cover. Comes with 2 uses.
Medkit [$50]: Use this item when healing to significantly increase the heal's effectiveness.
Smoke grenade [$40]: Create a cloud of smoke, providing 20 evasion to anyone in the smoke.
Glue Gun [$40]: Reduces target's evasion to 0 for 3 turns.
Flashbang [$40]: Stuns all enemies for 1 turn.
Distraction Disco Ball [$180]: Distracts multiple enemies and gives them -15 evasion.
Determination Bomb [$50]: Use on an ally to fill them with determination, increasing the damage of their next 2 attacks.
Antigrave [$100]: Revives a KO'd player. Can only be used once per wave.
Reinhardt's Shield [$150]: Deploys a shield that protects you and two allies next to you. Can take 1,000 damage before breaking.
Neuralyzer [$75 x enemies affected]: Puts the team in stealth mode.
Splash Potion of Healing [$90]: Heals all units in a radius. WARNING: Will also heal enemies.
Creeper Spawn Egg [$90]: Throw to spawn a creeper that will explode near the nearest unit. WARNING: Has no sense of friend or foe.
Marker [$150]: Grants two uses of the Enforcer lieutenant's Mark Target ability. Can only have one marked target at a time.
Bribe [$125]: Cause an enemy to join your side for 4 turns.
Wheelbarrow [$60]: Allows you to move things like turrets and cover around. Moving things halves your speed. 3 uses.
Shovel [$50]: A folding shovel that can dig trenches to create low cover. Can also be used to dig an enemy's grave, since it's also an effective weapon. 4 uses.
Restroom [$250]: Has 350 HP. Acts as mid cover. One person at a time can enter the restroom, transferring all damage they take to the restroom and regenerating 15% of their max HP every turn. You automatically exit after a turn. Does not follow between areas.
Handful of MRSA [$50]: Reduces an enemy's damage output by 15%, while increasing the damage they take by 15%. Effect spreads to nearby enemies in a large radius. Lasts 2 turns, and can be reapplied. Enemies will move away from infected, but infected can be pushed toward enemies a short distance.
Robobot Armor [$340]: Has 1.5x the wearer's HP. Allows the wearer to copy an enemy instead of performing a normal action, granting the wearer a unique ability. The ability is lost when the wearer is attacked. Regenerates 7.5% HP per turn (for Robobot armor).
PAMA [$125]: Allows you to take control of an enemy for 3 turns. Can only be used once per mission. Control is lost if submerged in water.
Pogo Hammer [$60]: When held, attacking an enemy will bounce them to another enemy. Doesn't apply when there's only one enemy alive. Has 3 uses.
Arcane Wii Remote [$90]: Teleport a unit to another tile. Cannot be used on yourself.
Portal Pistol [$90]: Create two interconnected portals on the map, allowing you to move through them as if they were adjacent. Allows deployment of two pairs of portals.
Teleport [$75]: Swap locations with another unit. Comes with two uses.
Card Pack [$110]: Draw five cards, each with their own effects.
EFLN [$40]: Can be used to destroy cover or other structures. WARNING: Do not detonate next to friendly structures.
Portable Radar [$75]: Can be used to reveal the next enemy squad, or mark all enemies, reducing their evasion. Comes with 2 uses.
Super Mushroom [$100]: Restores 25% of your HP and increases your damage output by 25% until you take damage.
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 throw down my teleporter and cast "Emergency To Me!" This causes all of the loose players to come on over to the objective. as if it were a sneaky teleport. Very nice.
Rollback Post to RevisionRollBack
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
I phase into the time dimension, travelling back in time JUST before Gold casts his global tphere - and loot the contents of the chest with a big, happy smile right before phasing out and appearing next to Gold.
I reverse the direction the Sentinels are moving in time, such that with no contextual clues, it just looks like things are moving backwards. The Sentinels are none the wiser, as they are practically in stasis.
Rollback Post to RevisionRollBack
[Avatar] A render of two of my OCs in a Minecraft format.
I give siege the infinileaf clover causing him to have perfect luck so if he opens it we get a good weapon or item and if he does not it was av trap (basicly no mater if he opens it or not what he chooses is definitively the best option)
I throw down my teleporter and cast "Emergency To Me!" This causes all of the loose players to come on over to the objective. as if it were a sneaky teleport. Very nice.
"Atreus, to me!"
You give everyone the option of teleporting to you.
I phase into the time dimension, travelling back in time JUST before Gold casts his global tphere - and loot the contents of the chest with a big, happy smile right before phasing out and appearing next to Gold.
You crack open the chest, finding enough copies of a special weapon to supply the entire team!
X12 Prism [legendary]
It pays to be flexible.
Minimum damage: 130
Range: Medium
Magazine: 4
Critical chance: 10%
Allows you to cycle through all available damage types on the fly (kinetic, explosive, arcane, armor piercing)
Each damage type grants an additional perk (increased crit chance, cover destruction, negative mental effects, armor damage)
I reverse the direction the Sentinels are moving in time, such that with no contextual clues, it just looks like things are moving backwards. The Sentinels are none the wiser, as they are practically in stasis.
"The flow of time itself is convoluted."
You reverse the direction of the sentinels.
My action: I urge everyone to use Gold's teleporter, while taking one of the weapons Siege found and equipping it.
[Enemy turn]
The sentinels move away from the objective due to Miner's influence.
You're in an underground labyrinth. Paths branch out in countless directions, leading to who-knows-where. The only man-made objects you see are several support columns. A faint green glow permeates the area.
Homing Missile [$175]: Deals 200 damage and is guaranteed to hit.
Yellow Ray [$125]: Instantly destroys a single enemy, but has a recharge time of two waves. Cannot be used on bosses.
Blue Shell [$120]: Targets the enemy with the highest HP and explodes, dealing your minimum damage to them. Never misses.
Plasma Bolter [$150]: Grants two uses of the Coalition soldier's Plasma Bolt ability.
Concussion Grenade [$120]: Launches all enemies away from a tile with minimal damage, either launching them into the air for high fall damage, or sending them flying.
Ballistics Gel Armor [$130]: Has 200 HP. When active, wearer takes half damage, and the armor takes half of the reduced damage. Halves movement speed.
Invincibility Candy [$200]: Grants you invincibility for 2 turns and increases your damage dealt to nearby enemies by 50% (stacks with Close and Personal).
Steroids [$100]: Increases your max HP by 200 for the rest of the mission. Sets current HP to 20.
Instant Tree Seeds [$100]: Instantly grows a tree that can be used as high cover. Comes with 2 uses.
Medkit [$50]: Use this item when healing to significantly increase the heal's effectiveness.
Smoke grenade [$40]: Create a cloud of smoke, providing 20 evasion to anyone in the smoke.
Glue Gun [$40]: Reduces target's evasion to 0 for 3 turns.
Flashbang [$40]: Stuns all enemies for 1 turn.
Distraction Disco Ball [$180]: Distracts multiple enemies and gives them -15 evasion.
Determination Bomb [$50]: Use on an ally to fill them with determination, increasing the damage of their next 2 attacks.
Antigrave [$100]: Revives a KO'd player. Can only be used once per wave.
Reinhardt's Shield [$150]: Deploys a shield that protects you and two allies next to you. Can take 1,000 damage before breaking.
Neuralyzer [$75 x enemies affected]: Puts the team in stealth mode.
Splash Potion of Healing [$90]: Heals all units in a radius. WARNING: Will also heal enemies.
Creeper Spawn Egg [$90]: Throw to spawn a creeper that will explode near the nearest unit. WARNING: Has no sense of friend or foe.
Marker [$150]: Grants two uses of the Enforcer lieutenant's Mark Target ability. Can only have one marked target at a time.
Bribe [$125]: Cause an enemy to join your side for 4 turns.
Wheelbarrow [$60]: Allows you to move things like turrets and cover around. Moving things halves your speed. 3 uses.
Shovel [$50]: A folding shovel that can dig trenches to create low cover. Can also be used to dig an enemy's grave, since it's also an effective weapon. 4 uses.
Restroom [$250]: Has 350 HP. Acts as mid cover. One person at a time can enter the restroom, transferring all damage they take to the restroom and regenerating 15% of their max HP every turn. You automatically exit after a turn. Does not follow between areas.
Handful of MRSA [$50]: Reduces an enemy's damage output by 15%, while increasing the damage they take by 15%. Effect spreads to nearby enemies in a large radius. Lasts 2 turns, and can be reapplied. Enemies will move away from infected, but infected can be pushed toward enemies a short distance.
Robobot Armor [$340]: Has 1.5x the wearer's HP. Allows the wearer to copy an enemy instead of performing a normal action, granting the wearer a unique ability. The ability is lost when the wearer is attacked. Regenerates 7.5% HP per turn (for Robobot armor).
PAMA [$125]: Allows you to take control of an enemy for 3 turns. Can only be used once per mission. Control is lost if submerged in water.
Pogo Hammer [$60]: When held, attacking an enemy will bounce them to another enemy. Doesn't apply when there's only one enemy alive. Has 3 uses.
Arcane Wii Remote [$90]: Teleport a unit to another tile. Cannot be used on yourself.
Portal Pistol [$90]: Create two interconnected portals on the map, allowing you to move through them as if they were adjacent. Allows deployment of two pairs of portals.
Teleport [$75]: Swap locations with another unit. Comes with two uses.
Card Pack [$110]: Draw five cards, each with their own effects.
EFLN [$40]: Can be used to destroy cover or other structures. WARNING: Do not detonate next to friendly structures.
Portable Radar [$75]: Can be used to reveal the next enemy squad, or mark all enemies, reducing their evasion. Comes with 2 uses.
Super Mushroom [$100]: Restores 25% of your HP and increases your damage output by 25% until you take damage.
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 pick up the prism into my inventory for later fusion with the X21.
You add a Prism to your inventory.
Everyone finds their way out of the labyrinth.
Bio: Well, that took forever.
You immediately notice a large storage chest. You open it, and inside you find 750 credits, 100 prismstone, and 300 of the intangible substance known as XP!
Gold: This'll be useful.
You follow the path even deeper into the Prism Chamber. It opens into a wide open cavern, with several walkways leading in countless directions. You choose to follow the one leading all the way across the cavern, directly to a large door covered in Coalition writing.
Bacon: Looks like this is the end of the Prism Chamber.
Miner: What do you think we'll find in there?
Bacon: Let's find out.
You open the door. It has no security measures. The room inside is a massive chamber, with two portals of some type on either side. They seem to be powered by some sort of psionic energy. Directly across from the entrance, you see a bizarre, humanoid figure seemingly made of prismstone. Several Coalition and Enforcer troops are bringing cases of prismstone to it, seemingly as offerings.
Miner: This wasn't what I was expecting.
Bio: Whatever this thing is, it seems important to them, so I say we fight it.
You take some time to prepare. Engage the prismatic being whenever you're ready.
Mechanics for the fight will be explained as they occur.
You're in a massive chamber. Directly across from you stands the prismatic being. To the sides, you see two psionic gateways leading to unknown destinations. The unusual architecture of the area can be used as effective cover.
Homing Missile [$175]: Deals 200 damage and is guaranteed to hit.
Yellow Ray [$125]: Instantly destroys a single enemy, but has a recharge time of two waves. Cannot be used on bosses.
Blue Shell [$120]: Targets the enemy with the highest HP and explodes, dealing your minimum damage to them. Never misses.
Plasma Bolter [$150]: Grants two uses of the Coalition soldier's Plasma Bolt ability.
Concussion Grenade [$120]: Launches all enemies away from a tile with minimal damage, either launching them into the air for high fall damage, or sending them flying.
Ballistics Gel Armor [$130]: Has 200 HP. When active, wearer takes half damage, and the armor takes half of the reduced damage. Halves movement speed.
Invincibility Candy [$200]: Grants you invincibility for 2 turns and increases your damage dealt to nearby enemies by 50% (stacks with Close and Personal).
Steroids [$100]: Increases your max HP by 200 for the rest of the mission. Sets current HP to 20.
Instant Tree Seeds [$100]: Instantly grows a tree that can be used as high cover. Comes with 2 uses.
Medkit [$50]: Use this item when healing to significantly increase the heal's effectiveness.
Smoke grenade [$40]: Create a cloud of smoke, providing 20 evasion to anyone in the smoke.
Glue Gun [$40]: Reduces target's evasion to 0 for 3 turns.
Flashbang [$40]: Stuns all enemies for 1 turn.
Distraction Disco Ball [$180]: Distracts multiple enemies and gives them -15 evasion.
Determination Bomb [$50]: Use on an ally to fill them with determination, increasing the damage of their next 2 attacks.
Antigrave [$100]: Revives a KO'd player. Can only be used once per wave.
Reinhardt's Shield [$150]: Deploys a shield that protects you and two allies next to you. Can take 1,000 damage before breaking.
Neuralyzer [$75 x enemies affected]: Puts the team in stealth mode.
Splash Potion of Healing [$90]: Heals all units in a radius. WARNING: Will also heal enemies.
Creeper Spawn Egg [$90]: Throw to spawn a creeper that will explode near the nearest unit. WARNING: Has no sense of friend or foe.
Marker [$150]: Grants two uses of the Enforcer lieutenant's Mark Target ability. Can only have one marked target at a time.
Bribe [$125]: Cause an enemy to join your side for 4 turns.
Wheelbarrow [$60]: Allows you to move things like turrets and cover around. Moving things halves your speed. 3 uses.
Shovel [$50]: A folding shovel that can dig trenches to create low cover. Can also be used to dig an enemy's grave, since it's also an effective weapon. 4 uses.
Restroom [$250]: Has 350 HP. Acts as mid cover. One person at a time can enter the restroom, transferring all damage they take to the restroom and regenerating 15% of their max HP every turn. You automatically exit after a turn. Does not follow between areas.
Handful of MRSA [$50]: Reduces an enemy's damage output by 15%, while increasing the damage they take by 15%. Effect spreads to nearby enemies in a large radius. Lasts 2 turns, and can be reapplied. Enemies will move away from infected, but infected can be pushed toward enemies a short distance.
Robobot Armor [$340]: Has 1.5x the wearer's HP. Allows the wearer to copy an enemy instead of performing a normal action, granting the wearer a unique ability. The ability is lost when the wearer is attacked. Regenerates 7.5% HP per turn (for Robobot armor).
PAMA [$125]: Allows you to take control of an enemy for 3 turns. Can only be used once per mission. Control is lost if submerged in water.
Pogo Hammer [$60]: When held, attacking an enemy will bounce them to another enemy. Doesn't apply when there's only one enemy alive. Has 3 uses.
Arcane Wii Remote [$90]: Teleport a unit to another tile. Cannot be used on yourself.
Portal Pistol [$90]: Create two interconnected portals on the map, allowing you to move through them as if they were adjacent. Allows deployment of two pairs of portals.
Teleport [$75]: Swap locations with another unit. Comes with two uses.
Card Pack [$110]: Draw five cards, each with their own effects.
EFLN [$40]: Can be used to destroy cover or other structures. WARNING: Do not detonate next to friendly structures.
Portable Radar [$75]: Can be used to reveal the next enemy squad, or mark all enemies, reducing their evasion. Comes with 2 uses.
Super Mushroom [$100]: Restores 25% of your HP and increases your damage output by 25% until you take damage.
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 hide behind some cover, grab a Tool Forger out of thin air, and grab some Primstone to make a laser medium, some Refined Obsidian for a laser gun case/barrel, some Restonia Crystals for a battery, and some Diamantine Crystals for a rod, then put it all together into a laser gun. I then put the forger away and hook the laser gun up to a portable RTG and prepare to fire lasers when the team goes and attacks.
Rollback Post to RevisionRollBack
[Avatar] A render of two of my OCs in a Minecraft format.
I hide behind some cover, grab a Tool Forger out of thin air, and grab some Primstone to make a laser medium, some Refined Obsidian for a laser gun case/barrel, some Restonia Crystals for a battery, and some Diamantine Crystals for a rod, then put it all together into a laser gun. I then put the forger away and hook the laser gun up to a portable RTG and prepare to fire lasers when the team goes and attacks.
You're in a massive chamber. Directly across from you stands the prismatic being. To the sides, you see two psionic gateways leading to unknown destinations. The unusual architecture of the area can be used as effective cover.
Homing Missile [$175]: Deals 200 damage and is guaranteed to hit.
Yellow Ray [$125]: Instantly destroys a single enemy, but has a recharge time of two waves. Cannot be used on bosses.
Blue Shell [$120]: Targets the enemy with the highest HP and explodes, dealing your minimum damage to them. Never misses.
Plasma Bolter [$150]: Grants two uses of the Coalition soldier's Plasma Bolt ability.
Concussion Grenade [$120]: Launches all enemies away from a tile with minimal damage, either launching them into the air for high fall damage, or sending them flying.
Ballistics Gel Armor [$130]: Has 200 HP. When active, wearer takes half damage, and the armor takes half of the reduced damage. Halves movement speed.
Invincibility Candy [$200]: Grants you invincibility for 2 turns and increases your damage dealt to nearby enemies by 50% (stacks with Close and Personal).
Steroids [$100]: Increases your max HP by 200 for the rest of the mission. Sets current HP to 20.
Instant Tree Seeds [$100]: Instantly grows a tree that can be used as high cover. Comes with 2 uses.
Medkit [$50]: Use this item when healing to significantly increase the heal's effectiveness.
Smoke grenade [$40]: Create a cloud of smoke, providing 20 evasion to anyone in the smoke.
Glue Gun [$40]: Reduces target's evasion to 0 for 3 turns.
Flashbang [$40]: Stuns all enemies for 1 turn.
Distraction Disco Ball [$180]: Distracts multiple enemies and gives them -15 evasion.
Determination Bomb [$50]: Use on an ally to fill them with determination, increasing the damage of their next 2 attacks.
Antigrave [$100]: Revives a KO'd player. Can only be used once per wave.
Reinhardt's Shield [$150]: Deploys a shield that protects you and two allies next to you. Can take 1,000 damage before breaking.
Neuralyzer [$75 x enemies affected]: Puts the team in stealth mode.
Splash Potion of Healing [$90]: Heals all units in a radius. WARNING: Will also heal enemies.
Creeper Spawn Egg [$90]: Throw to spawn a creeper that will explode near the nearest unit. WARNING: Has no sense of friend or foe.
Marker [$150]: Grants two uses of the Enforcer lieutenant's Mark Target ability. Can only have one marked target at a time.
Bribe [$125]: Cause an enemy to join your side for 4 turns.
Wheelbarrow [$60]: Allows you to move things like turrets and cover around. Moving things halves your speed. 3 uses.
Shovel [$50]: A folding shovel that can dig trenches to create low cover. Can also be used to dig an enemy's grave, since it's also an effective weapon. 4 uses.
Restroom [$250]: Has 350 HP. Acts as mid cover. One person at a time can enter the restroom, transferring all damage they take to the restroom and regenerating 15% of their max HP every turn. You automatically exit after a turn. Does not follow between areas.
Handful of MRSA [$50]: Reduces an enemy's damage output by 15%, while increasing the damage they take by 15%. Effect spreads to nearby enemies in a large radius. Lasts 2 turns, and can be reapplied. Enemies will move away from infected, but infected can be pushed toward enemies a short distance.
Robobot Armor [$340]: Has 1.5x the wearer's HP. Allows the wearer to copy an enemy instead of performing a normal action, granting the wearer a unique ability. The ability is lost when the wearer is attacked. Regenerates 7.5% HP per turn (for Robobot armor).
PAMA [$125]: Allows you to take control of an enemy for 3 turns. Can only be used once per mission. Control is lost if submerged in water.
Pogo Hammer [$60]: When held, attacking an enemy will bounce them to another enemy. Doesn't apply when there's only one enemy alive. Has 3 uses.
Arcane Wii Remote [$90]: Teleport a unit to another tile. Cannot be used on yourself.
Portal Pistol [$90]: Create two interconnected portals on the map, allowing you to move through them as if they were adjacent. Allows deployment of two pairs of portals.
Teleport [$75]: Swap locations with another unit. Comes with two uses.
Card Pack [$110]: Draw five cards, each with their own effects.
EFLN [$40]: Can be used to destroy cover or other structures. WARNING: Do not detonate next to friendly structures.
Portable Radar [$75]: Can be used to reveal the next enemy squad, or mark all enemies, reducing their evasion. Comes with 2 uses.
Super Mushroom [$100]: Restores 25% of your HP and increases your damage output by 25% until you take damage.
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
Both! Likewise, I go to psionic gate B. I prepare a reaction that if someone fires, I pull out a firework cannon (don't ask) and fire it right at the soldier with the visor.
Rollback Post to RevisionRollBack
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
I fire lasers at a mirrored surface with my laser gun, causing the lasers to bounce and strike the visored soldier repeatedly, which also causes firework explosions on contact instead of normal explosions because of the date.
Rollback Post to RevisionRollBack
[Avatar] A render of two of my OCs in a Minecraft format.
Aw no. I attempt to sneak other people in.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
I go further south and buy Teleport.
The combination of Arcane Wii + TP will deliver me to objective on demand.
(And probably will bring Bacon, too)
"Oh heck. We're going the wrong way."
I attempt to teleport myself to the objective, but something goes wrong, and I'm flung into the astral plane. Not the first time, but still annoying; should take me about one week to get out.
(I'm going away for a week and won't be able to play.)
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Apparently, if you put these in your signature, people will click them. Help me grow my Pokemon dudes!
Wait, are the Sentinels actually... Darn it, looks like they are moving towards the objective. Good thing I actually have a Player-Linked Disclocator for each member of the team. I use the one bound to Gold before he (supposedly) moves away from the objective whilst in Stealth.
You help the closest person to the objective.
You buy a teleport and continue down this path, locating an unlocked chest, covered in glowing symbols! Whatever's inside, it must be powerful.
You are lost in the realm between realms, which has the same effects as being in stasis.
You end up closer to Gold.
You help me into the objective (since I'm closest to it).
My action: I telekinetically pull Miner toward the objective while urging Siege to open the fancy chest he found.
[Enemy turn]
The sentinels continue to gather near the objective. They appear to be on high alert.
Players [incognito]:
[HP: 775/775] [Minimum damage: 245] [Shotgun: 4/4] [Secondary: Revolver] [Frag grenade (x1), Present (1)] [Armor: Bone Wheel]
[Rushdown: Ready] [Deep Impact] [Stick and Move] [CQC] [Subdue: Ready] [Bone Roll: Ready]
[HP: 990/1,050] [Armor: 80/100] [Minimum damage: 405] "Desolate Circle of Strife": 3/4] [X21 Javelin: 4/4] [Secondary: "Acid Drain"] [Frag grenade (x1), Dagaz rune (1/1), Flamethrower (2/4), Incendiary grenade (2/2), Power Armor] [Armor: Unbreakable Armor]
[Rushdown: Ready] [Deep Impact] [Stick and Move] [CQC] [Run and Gun: Ready] [Danger Close] [Soul Spear: 1/1] [Subdue: Ready] [Extract: 1/1] [Scope] [Extended Mag] [Unbreakable Armor]
[HP: 900/900] [Minimum damage: 405] ["The Salt Snake": 3/3] [Frag grenade (x1), Dry Baby (4/4), Valkyrie (2/3), An Insurmountable Skullfort, Reinforced armor (x2), Touch of Malice] [Armor: "Electric Rage"]
[Agile] [Take Cover!: Ready] [Lightning Reflexes] [Dive Roll: Ready] [Subdue: Ready]
[HP: 825/825] [Armor: 50/50] [Minimum damage: 140] [Lower Case Meteor: 15/15] [Frag grenade (x1), Dry Baby (4/4), Present (1/1), Supercharge (1/1), Heavy rounds] [Armor: Scout Armor]
[Launch Grenade] [Shieldbreaker] [Blast Padding] [Rapid Fire: Ready] [Grapple: Ready] [Subdue: Ready] [10 evasion] [15 dodge] [Dynamite With a Laser Beam: . . . .]
[HP: 850/850] [Minimum damage: 235] [VMP: 1/3 {low ammo}] [Armor: Reinforced armor] [Frag grenade (x1), Homing missile (1/1), Chaos Card (1/1)]
[Rushdown: Ready] [Subdue: Ready]
[HP: 650/650] [Minimum damage: 300] [Heavy Assault Rifle: 4/4] [Frag grenade (x1), Null cannon+ (4/4), Arcane Wii Remote (1/1)]
[Build Turret: Ready] [Build Barricade: Ready] [Enhanced Targeting] [Build to Last] [Blast Proof] [Subdue: Ready]
[HP: 800/800] [Minimum damage: 365] [Heavy Assault Rifle: 4/4] [Frag grenade (x1), Smoke grenade (x1)]
[Hack: Ready] [Smoker] [Sprinter] [Active Control: Ready] [Flush Shot: Ready] [Subdue: Ready]
Enemies:
Sentinel [Aim: 100] [Evasion: 10] [Dodge: 0]
[HP: 3,000/3,000] [Sentinel Blade]
[Raise Alert: Ready] [Whirlwind: Ready]
Sentinel [Aim: 100] [Evasion: 10] [Dodge: 0]
[HP: 3,000/3,000] [Sentinel Blade]
[Raise Alert: Ready] [Whirlwind: Ready]
Sentinel [Aim: 100] [Evasion: 10] [Dodge: 0]
[HP: 3,000/3,000] [Sentinel Blade]
[Raise Alert: Ready] [Whirlwind: Ready]
Sentinel [Aim: 100] [Evasion: 10] [Dodge: 0]
[HP: 3,000/3,000] [Sentinel Blade]
[Raise Alert: Ready] [Whirlwind: Ready]
Sentinel [Aim: 100] [Evasion: 10] [Dodge: 0]
[HP: 3,000/3,000] [Sentinel Blade]
[Raise Alert: Ready] [Whirlwind: Ready]
Sentinel [Aim: 100] [Evasion: 10] [Dodge: 0]
[HP: 3,000/3,000] [Sentinel Blade]
[Raise Alert: Ready] [Whirlwind: Ready]
Sentinel [Aim: 100] [Evasion: 10] [Dodge: 0]
[HP: 3,000/3,000] [Sentinel Blade]
[Raise Alert: Ready] [Whirlwind: Ready]
Environment:
You're in an underground labyrinth. Paths branch out in countless directions, leading to who-knows-where. The only man-made objects you see are several support columns. A faint green glow permeates the area.
Map:
/==========N==========\
| . . . . . . I . . I . . \ \ \ \ \ \ I I I I |
| . . \ \ \ \ \ . . . . . . I . . . \ \ \ \ . |
| I . \ \ \ \ \ \ \ \ . . . . \ I . I . I . . |
| . . . . . . . . . \ \ . . . \ I . . . . . . |
| . . \ \ \ \ \ . . . \ . . . \ . . \ . . . . |
| . \ \ \ . . . \ . . \ . . . \ . \ \ . . . . |
| . \ \ . I . . \ \ . \ \ . \ \ . \ \ . . . . |
| . . \ \ . . . \ \ . . . . . . . . \ \ . . . |
| . . \ . . . \ \ \ . . . . . . . . \ \ \ . . |
| . . . . . . \ \ \ . . . . . . . . \ \ \ . . |
\==========S==========/
Objectives:
[ ] Find a way through the labyrinth
Other:
Difficulty:
XCOM
Modifiers: {Total Mayhem}
ka_doink's items [Glue gun]
Encrypted datapad [???????? ?????????: 0%] [?|?|O|?|H|?|O|S|?|S| |V|?|?|?]
Encrypted datapad files {Entry 1, 01/01/48 \ Observations, 01/01/48 \ Dossier: Commander Marshall \ Entry 2, 02/14/48 \ Strange Readings \ Timelines \ The plan}
Money: 245 credits
Heavy SMG [$90]: A stronger SMG. Upgrades all SMG-type weapons.
Scattergun [$120]: A more powerful version of the shotgun. Upgrades all shotgun-type weapons.
Heavy sniper [$120]: A deadlier sniper rifle. Upgrades all sniper rifle-type weapons.
Heavy Machine Gun [$110]: Like an LMG, but heavier. Upgrades all LMG-type weapons.
Heavy DMR [$100]: A stronger marksman weapon. Upgrades all DMR-type weapons.
Heavy battle rifle [$90]: Closer to an LMG. Upgrades all battle rifle-type weapons.
Revolver [$70]: Heavy duty pistol. Revolvers are just better. Upgrades all pistol-type weapons.
Bowie Knife [$75]: Like a knife, but more so. Upgrades all melee weapons.
Gauss repeater [$100]: A lightweight, rapid-fire weapon. Good for getting close. Upgrades all SMG-type weapons.
Shard launcher [$120]: A shotgun that fires metal shards. Use with caution. Upgrades all shotgun-type weapons.
Gauss sniper [$120]: Top of the line kinetic force. Extremely deadly. Upgrades all sniper rifle-type weapons.
Minigun [$120]: There's nothing mini about it... Upgrades all LMG-type weapons.
Gauss DMR [$90]: Less than a Gauss sniper, but more than a Gauss rifle. Upgrades all DMR-type weapons.
Gauss Battle Rifle [$90]: High impact, but not as graceful. Upgrades all battle rifle-type weapons.
Shotpistol [$80]: Fires shotgun shells. Good for executing enemies. Upgrades all pistol-type weapons.
Sword [$80]: What is a sword, if not a really long knife? Upgrades all melee weapons.
Chaos Dogma~ [$120]: ~consume enhance replicate consume enhance replicate~ will drown your enemies--
Genesis Chain~ [$120]: SUROS ARI-41 ~insert(SIVA in THIS(current projectile))
Steel Medulla~ [$120]: ~replicate~ devastate your foes ~consume~ Herja ~repeat
Fever and Remedy~ [$120]: Judith-D: ~consumption~ strongly encouraged.
Ether Nova~ [$120]: Thesan FR4: Hasten the ~SIVA replication~
Quantiplasm~ [$120]: Dido-A: Wanderer, your journey will end with ~SIVA
Ex Machina~ [$120]: Eirene: ~If (SIVA) return replicate // else if (!SIVA) run ascension ()~
Sound and Fury~ [$120]: replicate caution replicate overheating replication destabilization imminent~ SUROS.
Extraction probe [$50]: Allows you to perform a neural interface on an enemy, once per mission.
Supercharge [$60]: Greatly increases the damage of one attack, but if the attack is not creative, it'll deal no damage.
Flamethrower [$140]: Deals very high damage and causes burning, but can only hit at close range. Comes with 4 ammo.
Anchor Arms [$80]: Reduces damage taken by 15% when in use. Has a 25% chance to stun, but can only hit at close range. Comes with 8 uses.
The Machina [$160]: Takes one turn to charge up, but pierces all enemies in a line. Comes with 3 ammo.
Null Cannon [$200]: Deals (your minimum damage + 300) damage as arcane damage.
Homing Missile [$175]: Deals 200 damage and is guaranteed to hit.
Yellow Ray [$125]: Instantly destroys a single enemy, but has a recharge time of two waves. Cannot be used on bosses.
Blue Shell [$120]: Targets the enemy with the highest HP and explodes, dealing your minimum damage to them. Never misses.
Plasma Bolter [$150]: Grants two uses of the Coalition soldier's Plasma Bolt ability.
Concussion Grenade [$120]: Launches all enemies away from a tile with minimal damage, either launching them into the air for high fall damage, or sending them flying.
Invincibility Candy [$200]: Grants you invincibility for 2 turns and increases your damage dealt to nearby enemies by 50% (stacks with Close and Personal).
Steroids [$100]: Increases your max HP by 200 for the rest of the mission. Sets current HP to 20.
Instant Tree Seeds [$100]: Instantly grows a tree that can be used as high cover. Comes with 2 uses.
Smoke grenade [$40]: Create a cloud of smoke, providing 20 evasion to anyone in the smoke.
Glue Gun [$40]: Reduces target's evasion to 0 for 3 turns.
Flashbang [$40]: Stuns all enemies for 1 turn.
Distraction Disco Ball [$180]: Distracts multiple enemies and gives them -15 evasion.
Determination Bomb [$50]: Use on an ally to fill them with determination, increasing the damage of their next 2 attacks.
Antigrave [$100]: Revives a KO'd player. Can only be used once per wave.
Reinhardt's Shield [$150]: Deploys a shield that protects you and two allies next to you. Can take 1,000 damage before breaking.
Neuralyzer [$75 x enemies affected]: Puts the team in stealth mode.
Splash Potion of Healing [$90]: Heals all units in a radius. WARNING: Will also heal enemies.
Creeper Spawn Egg [$90]: Throw to spawn a creeper that will explode near the nearest unit. WARNING: Has no sense of friend or foe.
Marker [$150]: Grants two uses of the Enforcer lieutenant's Mark Target ability. Can only have one marked target at a time.
Wheelbarrow [$60]: Allows you to move things like turrets and cover around. Moving things halves your speed. 3 uses.
Shovel [$50]: A folding shovel that can dig trenches to create low cover. Can also be used to dig an enemy's grave, since it's also an effective weapon. 4 uses.
Restroom [$250]: Has 350 HP. Acts as mid cover. One person at a time can enter the restroom, transferring all damage they take to the restroom and regenerating 15% of their max HP every turn. You automatically exit after a turn. Does not follow between areas.
Handful of MRSA [$50]: Reduces an enemy's damage output by 15%, while increasing the damage they take by 15%. Effect spreads to nearby enemies in a large radius. Lasts 2 turns, and can be reapplied. Enemies will move away from infected, but infected can be pushed toward enemies a short distance.
Robobot Armor [$340]: Has 1.5x the wearer's HP. Allows the wearer to copy an enemy instead of performing a normal action, granting the wearer a unique ability. The ability is lost when the wearer is attacked. Regenerates 7.5% HP per turn (for Robobot armor).
PAMA [$125]: Allows you to take control of an enemy for 3 turns. Can only be used once per mission. Control is lost if submerged in water.
Pogo Hammer [$60]: When held, attacking an enemy will bounce them to another enemy. Doesn't apply when there's only one enemy alive. Has 3 uses.
Arcane Wii Remote [$90]: Teleport a unit to another tile. Cannot be used on yourself.
Portal Pistol [$90]: Create two interconnected portals on the map, allowing you to move through them as if they were adjacent. Allows deployment of two pairs of portals.
Teleport [$75]: Swap locations with another unit. Comes with two uses.
Card Pack [$110]: Draw five cards, each with their own effects.
EFLN [$40]: Can be used to destroy cover or other structures. WARNING: Do not detonate next to friendly structures.
Portable Radar [$75]: Can be used to reveal the next enemy squad, or mark all enemies, reducing their evasion. Comes with 2 uses.
Super Mushroom [$100]: Restores 25% of your HP and increases your damage output by 25% until you take damage.
"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!
I throw down my teleporter and cast "Emergency To Me!" This causes all of the loose players to come on over to the objective. as if it were a sneaky teleport. Very nice.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
I phase into the time dimension, travelling back in time JUST before Gold casts his global tphere - and loot the contents of the chest with a big, happy smile right before phasing out and appearing next to Gold.
I reverse the direction the Sentinels are moving in time, such that with no contextual clues, it just looks like things are moving backwards. The Sentinels are none the wiser, as they are practically in stasis.
You give Siege a blessing of luck.
"Atreus, to me!"
You give everyone the option of teleporting to you.
You crack open the chest, finding enough copies of a special weapon to supply the entire team!
X12 Prism [legendary]
It pays to be flexible.
Minimum damage: 130
Range: Medium
Magazine: 4
Critical chance: 10%
Allows you to cycle through all available damage types on the fly (kinetic, explosive, arcane, armor piercing)
Each damage type grants an additional perk (increased crit chance, cover destruction, negative mental effects, armor damage)
"The flow of time itself is convoluted."
You reverse the direction of the sentinels.
My action: I urge everyone to use Gold's teleporter, while taking one of the weapons Siege found and equipping it.
[Enemy turn]
The sentinels move away from the objective due to Miner's influence.
Players [incognito]:
[HP: 775/775] [Minimum damage: 250] [X12 Prism: 4/4] [Secondary: Revolver] [Frag grenade (x1), Present (1)] [Armor: Bone Wheel]
[Rushdown: Ready] [Deep Impact] [Stick and Move] [CQC] [Subdue: Ready] [Bone Roll: Ready]
[HP: 990/1,050] [Armor: 80/100] [Minimum damage: 405] "Desolate Circle of Strife": 3/4] [X21 Javelin: 4/4] [Secondary: "Acid Drain"] [Frag grenade (x1), Dagaz rune (1/1), Flamethrower (2/4), Incendiary grenade (2/2), Power Armor] [Armor: Unbreakable Armor]
[Rushdown: Ready] [Deep Impact] [Stick and Move] [CQC] [Run and Gun: Ready] [Danger Close] [Soul Spear: 1/1] [Subdue: Ready] [Extract: 1/1] [Scope] [Extended Mag] [Unbreakable Armor]
[HP: 900/900] [Minimum damage: 405] ["The Salt Snake": 3/3] [Frag grenade (x1), Dry Baby (4/4), Valkyrie (2/3), An Insurmountable Skullfort, Reinforced armor (x2), Touch of Malice] [Armor: "Electric Rage"]
[Agile] [Take Cover!: Ready] [Lightning Reflexes] [Dive Roll: Ready] [Subdue: Ready]
[HP: 825/825] [Armor: 50/50] [Minimum damage: 140] [Lower Case Meteor: 15/15] [Frag grenade (x1), Dry Baby (4/4), Present (1/1), Supercharge (1/1), Heavy rounds] [Armor: Scout Armor]
[Launch Grenade] [Shieldbreaker] [Blast Padding] [Rapid Fire: Ready] [Grapple: Ready] [Subdue: Ready] [10 evasion] [15 dodge] [Dynamite With a Laser Beam: . . . .]
[HP: 850/850] [Minimum damage: 235] [VMP: 1/3 {low ammo}] [Armor: Reinforced armor] [Frag grenade (x1), Homing missile (1/1), Chaos Card (1/1)]
[Rushdown: Ready] [Subdue: Ready]
[HP: 650/650] [Minimum damage: 300] [Heavy Assault Rifle: 4/4] [Frag grenade (x1), Null cannon+ (4/4), Arcane Wii Remote (1/1)]
[Build Turret: Ready] [Build Barricade: Ready] [Enhanced Targeting] [Build to Last] [Blast Proof] [Subdue: Ready]
[HP: 800/800] [Minimum damage: 365] [Heavy Assault Rifle: 4/4] [Frag grenade (x1), Smoke grenade (x1)]
[Hack: Ready] [Smoker] [Sprinter] [Active Control: Ready] [Flush Shot: Ready] [Subdue: Ready]
Enemies:
Sentinel [Aim: 100] [Evasion: 10] [Dodge: 0]
[HP: 3,000/3,000] [Sentinel Blade]
[Raise Alert: Ready] [Whirlwind: Ready]
Sentinel [Aim: 100] [Evasion: 10] [Dodge: 0]
[HP: 3,000/3,000] [Sentinel Blade]
[Raise Alert: Ready] [Whirlwind: Ready]
Sentinel [Aim: 100] [Evasion: 10] [Dodge: 0]
[HP: 3,000/3,000] [Sentinel Blade]
[Raise Alert: Ready] [Whirlwind: Ready]
Sentinel [Aim: 100] [Evasion: 10] [Dodge: 0]
[HP: 3,000/3,000] [Sentinel Blade]
[Raise Alert: Ready] [Whirlwind: Ready]
Sentinel [Aim: 100] [Evasion: 10] [Dodge: 0]
[HP: 3,000/3,000] [Sentinel Blade]
[Raise Alert: Ready] [Whirlwind: Ready]
Sentinel [Aim: 100] [Evasion: 10] [Dodge: 0]
[HP: 3,000/3,000] [Sentinel Blade]
[Raise Alert: Ready] [Whirlwind: Ready]
Sentinel [Aim: 100] [Evasion: 10] [Dodge: 0]
[HP: 3,000/3,000] [Sentinel Blade]
[Raise Alert: Ready] [Whirlwind: Ready]
Environment:
You're in an underground labyrinth. Paths branch out in countless directions, leading to who-knows-where. The only man-made objects you see are several support columns. A faint green glow permeates the area.
Map:
/==========N==========\
| . . . I . I . . . . . . \ \ \ \ \ \ I I I I |
| . . \ \ \ \ \ . . . . . . . . . . \ \ \ \ . |
| . . \ \ \ \ \ \ \ \ . . . . \ I . . . . . . |
| . . . . . . . . . \ \ I . . \ . . I . . . . |
| . . \ \ \ \ \ . . . \ . . . \ . . \ . . I . |
| . \ \ \ . . . \ . . \ . . . \ I \ \ . . . . |
| I \ \ . I . . \ \ . \ \ . \ \ . \ \ . . . . |
| . . \ \ . . . \ \ . . . . . . . . \ \ . . . |
| . . \ . . . \ \ \ . . . . . . . . \ \ \ . . |
| . . . . . . \ \ \ . . . . . . . . \ \ \ . . |
\==========S==========/
Objectives:
[ ] Find a way through the labyrinth
Other:
Difficulty:
XCOM
Modifiers: {Total Mayhem}
ka_doink's items [Glue gun]
Encrypted datapad [???????? ?????????: 0%] [?|?|O|?|H|?|O|S|?|S| |V|?|?|?]
Encrypted datapad files {Entry 1, 01/01/48 \ Observations, 01/01/48 \ Dossier: Commander Marshall \ Entry 2, 02/14/48 \ Strange Readings \ Timelines \ The plan}
Money: 245 credits
Heavy SMG [$90]: A stronger SMG. Upgrades all SMG-type weapons.
Scattergun [$120]: A more powerful version of the shotgun. Upgrades all shotgun-type weapons.
Heavy sniper [$120]: A deadlier sniper rifle. Upgrades all sniper rifle-type weapons.
Heavy Machine Gun [$110]: Like an LMG, but heavier. Upgrades all LMG-type weapons.
Heavy DMR [$100]: A stronger marksman weapon. Upgrades all DMR-type weapons.
Heavy battle rifle [$90]: Closer to an LMG. Upgrades all battle rifle-type weapons.
Revolver [$70]: Heavy duty pistol. Revolvers are just better. Upgrades all pistol-type weapons.
Bowie Knife [$75]: Like a knife, but more so. Upgrades all melee weapons.
Gauss repeater [$100]: A lightweight, rapid-fire weapon. Good for getting close. Upgrades all SMG-type weapons.
Shard launcher [$120]: A shotgun that fires metal shards. Use with caution. Upgrades all shotgun-type weapons.
Gauss sniper [$120]: Top of the line kinetic force. Extremely deadly. Upgrades all sniper rifle-type weapons.
Minigun [$120]: There's nothing mini about it... Upgrades all LMG-type weapons.
Gauss DMR [$90]: Less than a Gauss sniper, but more than a Gauss rifle. Upgrades all DMR-type weapons.
Gauss Battle Rifle [$90]: High impact, but not as graceful. Upgrades all battle rifle-type weapons.
Shotpistol [$80]: Fires shotgun shells. Good for executing enemies. Upgrades all pistol-type weapons.
Sword [$80]: What is a sword, if not a really long knife? Upgrades all melee weapons.
Chaos Dogma~ [$120]: ~consume enhance replicate consume enhance replicate~ will drown your enemies--
Genesis Chain~ [$120]: SUROS ARI-41 ~insert(SIVA in THIS(current projectile))
Steel Medulla~ [$120]: ~replicate~ devastate your foes ~consume~ Herja ~repeat
Fever and Remedy~ [$120]: Judith-D: ~consumption~ strongly encouraged.
Ether Nova~ [$120]: Thesan FR4: Hasten the ~SIVA replication~
Quantiplasm~ [$120]: Dido-A: Wanderer, your journey will end with ~SIVA
Ex Machina~ [$120]: Eirene: ~If (SIVA) return replicate // else if (!SIVA) run ascension ()~
Sound and Fury~ [$120]: replicate caution replicate overheating replication destabilization imminent~ SUROS.
Extraction probe [$50]: Allows you to perform a neural interface on an enemy, once per mission.
Supercharge [$60]: Greatly increases the damage of one attack, but if the attack is not creative, it'll deal no damage.
Flamethrower [$140]: Deals very high damage and causes burning, but can only hit at close range. Comes with 4 ammo.
Anchor Arms [$80]: Reduces damage taken by 15% when in use. Has a 25% chance to stun, but can only hit at close range. Comes with 8 uses.
The Machina [$160]: Takes one turn to charge up, but pierces all enemies in a line. Comes with 3 ammo.
Null Cannon [$200]: Deals (your minimum damage + 300) damage as arcane damage.
Homing Missile [$175]: Deals 200 damage and is guaranteed to hit.
Yellow Ray [$125]: Instantly destroys a single enemy, but has a recharge time of two waves. Cannot be used on bosses.
Blue Shell [$120]: Targets the enemy with the highest HP and explodes, dealing your minimum damage to them. Never misses.
Plasma Bolter [$150]: Grants two uses of the Coalition soldier's Plasma Bolt ability.
Concussion Grenade [$120]: Launches all enemies away from a tile with minimal damage, either launching them into the air for high fall damage, or sending them flying.
Invincibility Candy [$200]: Grants you invincibility for 2 turns and increases your damage dealt to nearby enemies by 50% (stacks with Close and Personal).
Steroids [$100]: Increases your max HP by 200 for the rest of the mission. Sets current HP to 20.
Instant Tree Seeds [$100]: Instantly grows a tree that can be used as high cover. Comes with 2 uses.
Smoke grenade [$40]: Create a cloud of smoke, providing 20 evasion to anyone in the smoke.
Glue Gun [$40]: Reduces target's evasion to 0 for 3 turns.
Flashbang [$40]: Stuns all enemies for 1 turn.
Distraction Disco Ball [$180]: Distracts multiple enemies and gives them -15 evasion.
Determination Bomb [$50]: Use on an ally to fill them with determination, increasing the damage of their next 2 attacks.
Antigrave [$100]: Revives a KO'd player. Can only be used once per wave.
Reinhardt's Shield [$150]: Deploys a shield that protects you and two allies next to you. Can take 1,000 damage before breaking.
Neuralyzer [$75 x enemies affected]: Puts the team in stealth mode.
Splash Potion of Healing [$90]: Heals all units in a radius. WARNING: Will also heal enemies.
Creeper Spawn Egg [$90]: Throw to spawn a creeper that will explode near the nearest unit. WARNING: Has no sense of friend or foe.
Marker [$150]: Grants two uses of the Enforcer lieutenant's Mark Target ability. Can only have one marked target at a time.
Wheelbarrow [$60]: Allows you to move things like turrets and cover around. Moving things halves your speed. 3 uses.
Shovel [$50]: A folding shovel that can dig trenches to create low cover. Can also be used to dig an enemy's grave, since it's also an effective weapon. 4 uses.
Restroom [$250]: Has 350 HP. Acts as mid cover. One person at a time can enter the restroom, transferring all damage they take to the restroom and regenerating 15% of their max HP every turn. You automatically exit after a turn. Does not follow between areas.
Handful of MRSA [$50]: Reduces an enemy's damage output by 15%, while increasing the damage they take by 15%. Effect spreads to nearby enemies in a large radius. Lasts 2 turns, and can be reapplied. Enemies will move away from infected, but infected can be pushed toward enemies a short distance.
Robobot Armor [$340]: Has 1.5x the wearer's HP. Allows the wearer to copy an enemy instead of performing a normal action, granting the wearer a unique ability. The ability is lost when the wearer is attacked. Regenerates 7.5% HP per turn (for Robobot armor).
PAMA [$125]: Allows you to take control of an enemy for 3 turns. Can only be used once per mission. Control is lost if submerged in water.
Pogo Hammer [$60]: When held, attacking an enemy will bounce them to another enemy. Doesn't apply when there's only one enemy alive. Has 3 uses.
Arcane Wii Remote [$90]: Teleport a unit to another tile. Cannot be used on yourself.
Portal Pistol [$90]: Create two interconnected portals on the map, allowing you to move through them as if they were adjacent. Allows deployment of two pairs of portals.
Teleport [$75]: Swap locations with another unit. Comes with two uses.
Card Pack [$110]: Draw five cards, each with their own effects.
EFLN [$40]: Can be used to destroy cover or other structures. WARNING: Do not detonate next to friendly structures.
Portable Radar [$75]: Can be used to reveal the next enemy squad, or mark all enemies, reducing their evasion. Comes with 2 uses.
Super Mushroom [$100]: Restores 25% of your HP and increases your damage output by 25% until you take damage.
"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!
Here we go! *warp*
I pop from the astral plane right next to Gold's teleporter, covered in eldritch goop and french fry bits. Don't ask.
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Apparently, if you put these in your signature, people will click them. Help me grow my Pokemon dudes!
I pick up the prism into my inventory for later fusion with the X21.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
You equip a Prism.
You teleport to Gold.
Welcome back! You reappear near Gold.
You add a Prism to your inventory.
Everyone finds their way out of the labyrinth.
Bio: Well, that took forever.
You immediately notice a large storage chest. You open it, and inside you find 750 credits, 100 prismstone, and 300 of the intangible substance known as XP!
Gold: This'll be useful.
You follow the path even deeper into the Prism Chamber. It opens into a wide open cavern, with several walkways leading in countless directions. You choose to follow the one leading all the way across the cavern, directly to a large door covered in Coalition writing.
Bacon: Looks like this is the end of the Prism Chamber.
Miner: What do you think we'll find in there?
Bacon: Let's find out.
You open the door. It has no security measures. The room inside is a massive chamber, with two portals of some type on either side. They seem to be powered by some sort of psionic energy. Directly across from the entrance, you see a bizarre, humanoid figure seemingly made of prismstone. Several Coalition and Enforcer troops are bringing cases of prismstone to it, seemingly as offerings.
Miner: This wasn't what I was expecting.
Bio: Whatever this thing is, it seems important to them, so I say we fight it.
You take some time to prepare. Engage the prismatic being whenever you're ready.
Mechanics for the fight will be explained as they occur.
Players:
[HP: 775/775] [Minimum damage: 290] [X12 Prism: 4/4] [Secondary: Revolver] [Frag grenade (x1), Present (1)] [Armor: Bone Wheel]
[Rushdown: Ready] [Deep Impact] [Stick and Move] [CQC] [Subdue: Ready] [Bone Roll: Ready]
[HP: 990/1,050] [Armor: 80/100] [Minimum damage: 405] "Desolate Circle of Strife": 3/4] [X21 Javelin: 4/4] [Secondary: "Acid Drain"] [Frag grenade (x1), Dagaz rune (1/1), Flamethrower (2/4), Incendiary grenade (2/2), X12 Prism, Power Armor] [Armor: Unbreakable Armor]
[Rushdown: Ready] [Deep Impact] [Stick and Move] [CQC] [Run and Gun: Ready] [Danger Close] [Soul Spear: 1/1] [Subdue: Ready] [Extract: 1/1] [Scope] [Extended Mag] [Unbreakable Armor]
[HP: 900/900] [Minimum damage: 405] ["The Salt Snake": 3/3] [Frag grenade (x1), Dry Baby (4/4), Valkyrie (2/3), An Insurmountable Skullfort, Reinforced armor (x2), Touch of Malice] [Armor: "Electric Rage"]
[Agile] [Take Cover!: Ready] [Lightning Reflexes] [Dive Roll: Ready] [Subdue: Ready]
[HP: 825/825] [Armor: 50/50] [Minimum damage: 140] [Lower Case Meteor: 15/15] [Frag grenade (x1), Dry Baby (4/4), Present (1/1), Supercharge (1/1), Heavy rounds] [Armor: Scout Armor]
[Launch Grenade] [Shieldbreaker] [Blast Padding] [Rapid Fire: Ready] [Grapple: Ready] [Subdue: Ready] [10 evasion] [15 dodge] [Dynamite With a Laser Beam: . . . .]
[HP: 850/850] [Minimum damage: 270] [X12 Prism: 4/4] [Armor: Reinforced armor] [Frag grenade (x1), Homing missile (1/1), Chaos Card (1/1)]
[Rushdown: Ready] [Subdue: Ready]
[HP: 650/650] [Minimum damage: 300] [Heavy Assault Rifle: 4/4] [Frag grenade (x1), Null cannon+ (4/4), Arcane Wii Remote (1/1)]
[Build Turret: Ready] [Build Barricade: Ready] [Enhanced Targeting] [Build to Last] [Blast Proof] [Subdue: Ready]
[HP: 800/800] [Minimum damage: 365] [Heavy Assault Rifle: 4/4] [Frag grenade (x1), Smoke grenade (x1)]
[Hack: Ready] [Smoker] [Sprinter] [Active Control: Ready] [Flush Shot: Ready] [Subdue: Ready]
Enemies:
Prismatic being [Aim: 85] [Evasion: 10] [Dodge: 0]
HP [====================] 7,000/7,000 [Prism Beam: ∞]
[Immune] [Prism Lance: Ready] [Ethereal Rain: Ready] [Refract: Ready] [Prism Storm: Ready]
{SUPER} Sunder [|||||||||||||||||||||||||] 0/25
Enforcer captain [Aim: 75] [Evasion: 20] [Dodge: 10]
[HP: 900/900] [Enforcer Auto Shotgun: 4/4] [Frag grenade (x1)]
[Rally Squad: Ready] [Mark Target: Ready]
Elite grunt [Aim: 70] [Evasion: 0] [Dodge: 0]
[HP: 900/900] [Enforcer Rifle: 4/4] [Frag grenade (x1)]
Coalition soldier [Aim: 70] [Evasion: 5] [Dodge: 5]
[HP: 700/700] [Armor: 100] [Coalition Carbine: 4/4] [Focusing visor]
[Plasma Bolt: Ready]
Coalition officer [Aim: 70] [Evasion: 10] [Dodge: 5]
[HP: 800/800] [Armor: 100] [Coalition Repeater: 4/4]
[Mark Target: Ready] [Missile Strike: Ready]
Environment:
You're in a massive chamber. Directly across from you stands the prismatic being. To the sides, you see two psionic gateways leading to unknown destinations. The unusual architecture of the area can be used as effective cover.
Map:
/=========N=========\
| . . . . . . . . . I . . . . . . . . . . |
| . . . . . . . I I I I . . . . . . . . . |
| . . . . . . . . . . . . . . . . . . . . |
| . . . . . . . . . . . . . . . . . . . . |
| . . I . . . . . . . . . . . . . . I . . |
| . . . . . . . . . . . . . . . . . . . . |
| . . . . . . . . . I . . . . . . . . . . |
| . . . . . . . . . . . . . . . . . . . . |
\=========S=========/
Objectives:
[X] Find a way through the labyrinth
[ ] Destroy the prismatic being
Other:
Difficulty:
XCOM
Modifiers: {Total Mayhem}
ka_doink's items [Glue gun]
Encrypted datapad [???????? ?????????: 0%] [?|?|O|?|H|?|O|S|?|S| |V|?|?|?]
Encrypted datapad files {Entry 1, 01/01/48 \ Observations, 01/01/48 \ Dossier: Commander Marshall \ Entry 2, 02/14/48 \ Strange Readings \ Timelines \ The plan}
Money: 995 credits
Heavy SMG [$90]: A stronger SMG. Upgrades all SMG-type weapons.
Scattergun [$120]: A more powerful version of the shotgun. Upgrades all shotgun-type weapons.
Heavy sniper [$120]: A deadlier sniper rifle. Upgrades all sniper rifle-type weapons.
Heavy Machine Gun [$110]: Like an LMG, but heavier. Upgrades all LMG-type weapons.
Heavy DMR [$100]: A stronger marksman weapon. Upgrades all DMR-type weapons.
Heavy battle rifle [$90]: Closer to an LMG. Upgrades all battle rifle-type weapons.
Revolver [$70]: Heavy duty pistol. Revolvers are just better. Upgrades all pistol-type weapons.
Bowie Knife [$75]: Like a knife, but more so. Upgrades all melee weapons.
Gauss repeater [$100]: A lightweight, rapid-fire weapon. Good for getting close. Upgrades all SMG-type weapons.
Shard launcher [$120]: A shotgun that fires metal shards. Use with caution. Upgrades all shotgun-type weapons.
Gauss sniper [$120]: Top of the line kinetic force. Extremely deadly. Upgrades all sniper rifle-type weapons.
Minigun [$120]: There's nothing mini about it... Upgrades all LMG-type weapons.
Gauss DMR [$90]: Less than a Gauss sniper, but more than a Gauss rifle. Upgrades all DMR-type weapons.
Gauss Battle Rifle [$90]: High impact, but not as graceful. Upgrades all battle rifle-type weapons.
Shotpistol [$80]: Fires shotgun shells. Good for executing enemies. Upgrades all pistol-type weapons.
Sword [$80]: What is a sword, if not a really long knife? Upgrades all melee weapons.
Chaos Dogma~ [$120]: ~consume enhance replicate consume enhance replicate~ will drown your enemies--
Genesis Chain~ [$120]: SUROS ARI-41 ~insert(SIVA in THIS(current projectile))
Steel Medulla~ [$120]: ~replicate~ devastate your foes ~consume~ Herja ~repeat
Fever and Remedy~ [$120]: Judith-D: ~consumption~ strongly encouraged.
Ether Nova~ [$120]: Thesan FR4: Hasten the ~SIVA replication~
Quantiplasm~ [$120]: Dido-A: Wanderer, your journey will end with ~SIVA
Ex Machina~ [$120]: Eirene: ~If (SIVA) return replicate // else if (!SIVA) run ascension ()~
Sound and Fury~ [$120]: replicate caution replicate overheating replication destabilization imminent~ SUROS.
Extraction probe [$50]: Allows you to perform a neural interface on an enemy, once per mission.
Supercharge [$60]: Greatly increases the damage of one attack, but if the attack is not creative, it'll deal no damage.
Flamethrower [$140]: Deals very high damage and causes burning, but can only hit at close range. Comes with 4 ammo.
Anchor Arms [$80]: Reduces damage taken by 15% when in use. Has a 25% chance to stun, but can only hit at close range. Comes with 8 uses.
The Machina [$160]: Takes one turn to charge up, but pierces all enemies in a line. Comes with 3 ammo.
Null Cannon [$200]: Deals (your minimum damage + 300) damage as arcane damage.
Homing Missile [$175]: Deals 200 damage and is guaranteed to hit.
Yellow Ray [$125]: Instantly destroys a single enemy, but has a recharge time of two waves. Cannot be used on bosses.
Blue Shell [$120]: Targets the enemy with the highest HP and explodes, dealing your minimum damage to them. Never misses.
Plasma Bolter [$150]: Grants two uses of the Coalition soldier's Plasma Bolt ability.
Concussion Grenade [$120]: Launches all enemies away from a tile with minimal damage, either launching them into the air for high fall damage, or sending them flying.
Invincibility Candy [$200]: Grants you invincibility for 2 turns and increases your damage dealt to nearby enemies by 50% (stacks with Close and Personal).
Steroids [$100]: Increases your max HP by 200 for the rest of the mission. Sets current HP to 20.
Instant Tree Seeds [$100]: Instantly grows a tree that can be used as high cover. Comes with 2 uses.
Smoke grenade [$40]: Create a cloud of smoke, providing 20 evasion to anyone in the smoke.
Glue Gun [$40]: Reduces target's evasion to 0 for 3 turns.
Flashbang [$40]: Stuns all enemies for 1 turn.
Distraction Disco Ball [$180]: Distracts multiple enemies and gives them -15 evasion.
Determination Bomb [$50]: Use on an ally to fill them with determination, increasing the damage of their next 2 attacks.
Antigrave [$100]: Revives a KO'd player. Can only be used once per wave.
Reinhardt's Shield [$150]: Deploys a shield that protects you and two allies next to you. Can take 1,000 damage before breaking.
Neuralyzer [$75 x enemies affected]: Puts the team in stealth mode.
Splash Potion of Healing [$90]: Heals all units in a radius. WARNING: Will also heal enemies.
Creeper Spawn Egg [$90]: Throw to spawn a creeper that will explode near the nearest unit. WARNING: Has no sense of friend or foe.
Marker [$150]: Grants two uses of the Enforcer lieutenant's Mark Target ability. Can only have one marked target at a time.
Wheelbarrow [$60]: Allows you to move things like turrets and cover around. Moving things halves your speed. 3 uses.
Shovel [$50]: A folding shovel that can dig trenches to create low cover. Can also be used to dig an enemy's grave, since it's also an effective weapon. 4 uses.
Restroom [$250]: Has 350 HP. Acts as mid cover. One person at a time can enter the restroom, transferring all damage they take to the restroom and regenerating 15% of their max HP every turn. You automatically exit after a turn. Does not follow between areas.
Handful of MRSA [$50]: Reduces an enemy's damage output by 15%, while increasing the damage they take by 15%. Effect spreads to nearby enemies in a large radius. Lasts 2 turns, and can be reapplied. Enemies will move away from infected, but infected can be pushed toward enemies a short distance.
Robobot Armor [$340]: Has 1.5x the wearer's HP. Allows the wearer to copy an enemy instead of performing a normal action, granting the wearer a unique ability. The ability is lost when the wearer is attacked. Regenerates 7.5% HP per turn (for Robobot armor).
PAMA [$125]: Allows you to take control of an enemy for 3 turns. Can only be used once per mission. Control is lost if submerged in water.
Pogo Hammer [$60]: When held, attacking an enemy will bounce them to another enemy. Doesn't apply when there's only one enemy alive. Has 3 uses.
Arcane Wii Remote [$90]: Teleport a unit to another tile. Cannot be used on yourself.
Portal Pistol [$90]: Create two interconnected portals on the map, allowing you to move through them as if they were adjacent. Allows deployment of two pairs of portals.
Teleport [$75]: Swap locations with another unit. Comes with two uses.
Card Pack [$110]: Draw five cards, each with their own effects.
EFLN [$40]: Can be used to destroy cover or other structures. WARNING: Do not detonate next to friendly structures.
Portable Radar [$75]: Can be used to reveal the next enemy squad, or mark all enemies, reducing their evasion. Comes with 2 uses.
Super Mushroom [$100]: Restores 25% of your HP and increases your damage output by 25% until you take damage.
"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!
I begin humming the Stormblood boss theme as I reload my gun. I will rush when ready.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
I stealthily take cover and check my weapon, preparing for a fight.
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Apparently, if you put these in your signature, people will click them. Help me grow my Pokemon dudes!
I hide behind some cover, grab a Tool Forger out of thin air, and grab some Primstone to make a laser medium, some Refined Obsidian for a laser gun case/barrel, some Restonia Crystals for a battery, and some Diamantine Crystals for a rod, then put it all together into a laser gun. I then put the forger away and hook the laser gun up to a portable RTG and prepare to fire lasers when the team goes and attacks.
You reload.
You select arcane damage for your Prism and heal Gold for 60 HP. +8 XP.
You take cover and ensure your weapon is ready.
You set up a laser cannon for your next attack.
You analyze the prismatic being, but find no significant weaknesses.
My action: I take cover and prepare for combat.
[Enemy turn]
The Coalition and Enforcer troops begin to kneel before the prismatic being.
Bio levels up!
+25 MD!
Gold levels up!
Choose to increase HP, MD, or both!
Algot levels up!
Choose to increase HP, MD, or both!
Players:
[HP: 775/775] [Minimum damage: 315] [X12 Prism: 4/4] [Secondary: Revolver] [Frag grenade (x1), Present (1)] [Armor: Bone Wheel]
[Rushdown: Ready] [Deep Impact] [Stick and Move] [CQC] [Subdue: Ready] [Bone Roll: Ready]
[HP: 1,050/1,050] [Armor: 80/100] [Minimum damage: 405] "Desolate Circle of Strife": 4/4] [X21 Javelin: 4/4] [Secondary: "Acid Drain"] [Frag grenade (x1), Dagaz rune (1/1), Flamethrower (2/4), Incendiary grenade (2/2), X12 Prism, Power Armor] [Armor: Unbreakable Armor]
[Rushdown: Ready] [Deep Impact] [Stick and Move] [CQC] [Run and Gun: Ready] [Danger Close] [Soul Spear: 1/1] [Subdue: Ready] [Extract: 1/1] [Scope] [Extended Mag] [Unbreakable Armor]
[HP: 900/900] [Minimum damage: 405] ["The Salt Snake": 3/3] [Frag grenade (x1), Dry Baby (4/4), Valkyrie (2/3), An Insurmountable Skullfort, Reinforced armor (x2), Touch of Malice] [Armor: "Electric Rage"]
[Agile] [Take Cover!: Ready] [Lightning Reflexes] [Dive Roll: Ready] [Subdue: Ready]
[HP: 825/825] [Armor: 50/50] [Minimum damage: 140] [Lower Case Meteor: 15/15] [Frag grenade (x1), Dry Baby (4/4), Present (1/1), Supercharge (1/1), Heavy rounds] [Armor: Scout Armor]
[Launch Grenade] [Shieldbreaker] [Blast Padding] [Rapid Fire: Ready] [Grapple: Ready] [Subdue: Ready] [10 evasion] [15 dodge] [Dynamite With a Laser Beam: . . . .]
[HP: 850/850] [Minimum damage: 270] [X12 Prism (arcane): 4/4] [Armor: Reinforced armor] [Frag grenade (x1), Homing missile (1/1), Chaos Card (1/1)]
[Rushdown: Ready] [Subdue: Ready]
[HP: 650/650] [Minimum damage: 300] [Heavy Assault Rifle: 4/4] [Frag grenade (x1), Null cannon+ (4/4), Arcane Wii Remote (1/1)]
[Build Turret: Ready] [Build Barricade: Ready] [Enhanced Targeting] [Build to Last] [Blast Proof] [Subdue: Ready]
[HP: 800/800] [Minimum damage: 365] [Heavy Assault Rifle: 4/4] [Frag grenade (x1), Smoke grenade (x1)]
[Hack: Ready] [Smoker] [Sprinter] [Active Control: Ready] [Flush Shot: Ready] [Subdue: Ready]
Enemies:
Prismatic being [Aim: 85] [Evasion: 10] [Dodge: 0]
HP [====================] 7,000/7,000 [Prism Beam: ∞]
[Immune] [Prism Lance: Ready] [Ethereal Rain: Ready] [Refract: Ready] [Prism Storm: Ready]
{SUPER} Sunder [|||||||||||||||||||||||||] 0/25
Enforcer captain [Aim: 75] [Evasion: 20] [Dodge: 10]
[HP: 900/900] [Enforcer Auto Shotgun: 4/4] [Frag grenade (x1)]
[Rally Squad: Ready] [Mark Target: Ready]
Elite grunt [Aim: 70] [Evasion: 0] [Dodge: 0]
[HP: 900/900] [Enforcer Rifle: 4/4] [Frag grenade (x1)]
Coalition soldier [Aim: 70] [Evasion: 5] [Dodge: 5]
[HP: 700/700] [Armor: 100] [Coalition Carbine: 4/4] [Focusing visor]
[Plasma Bolt: Ready]
Coalition officer [Aim: 70] [Evasion: 10] [Dodge: 5]
[HP: 800/800] [Armor: 100] [Coalition Repeater: 4/4]
[Mark Target: Ready] [Missile Strike: Ready]
Environment:
You're in a massive chamber. Directly across from you stands the prismatic being. To the sides, you see two psionic gateways leading to unknown destinations. The unusual architecture of the area can be used as effective cover.
Map:
/=========N=========\
| . . . . . . . . . I . . . . . . . . . . |
| . . . . . . . I I I I . . . . . . . . . |
| . . . . . . . . . . . . . . . . . . . . |
| . . . . . . . . . . . . . . . . . . . . |
| . . I . . . . . . . . . . . . . . I . . |
| . I . I . . . . . . . . . . . . . . . . |
| . . . . . . . . . I . . . . . . . . . . |
| . . . . . . . . . . . . . . . . . . . . |
\=========S=========/
Objectives:
[X] Find a way through the labyrinth
[ ] Destroy the prismatic being
Other:
Difficulty:
XCOM
Modifiers: {Total Mayhem}
ka_doink's items [Glue gun]
Encrypted datapad [???????? ?????????: 0%] [?|?|O|?|H|?|O|S|?|S| |V|?|?|?]
Encrypted datapad files {Entry 1, 01/01/48 \ Observations, 01/01/48 \ Dossier: Commander Marshall \ Entry 2, 02/14/48 \ Strange Readings \ Timelines \ The plan}
Money: 995 credits
Heavy SMG [$90]: A stronger SMG. Upgrades all SMG-type weapons.
Scattergun [$120]: A more powerful version of the shotgun. Upgrades all shotgun-type weapons.
Heavy sniper [$120]: A deadlier sniper rifle. Upgrades all sniper rifle-type weapons.
Heavy Machine Gun [$110]: Like an LMG, but heavier. Upgrades all LMG-type weapons.
Heavy DMR [$100]: A stronger marksman weapon. Upgrades all DMR-type weapons.
Heavy battle rifle [$90]: Closer to an LMG. Upgrades all battle rifle-type weapons.
Revolver [$70]: Heavy duty pistol. Revolvers are just better. Upgrades all pistol-type weapons.
Bowie Knife [$75]: Like a knife, but more so. Upgrades all melee weapons.
Gauss repeater [$100]: A lightweight, rapid-fire weapon. Good for getting close. Upgrades all SMG-type weapons.
Shard launcher [$120]: A shotgun that fires metal shards. Use with caution. Upgrades all shotgun-type weapons.
Gauss sniper [$120]: Top of the line kinetic force. Extremely deadly. Upgrades all sniper rifle-type weapons.
Minigun [$120]: There's nothing mini about it... Upgrades all LMG-type weapons.
Gauss DMR [$90]: Less than a Gauss sniper, but more than a Gauss rifle. Upgrades all DMR-type weapons.
Gauss Battle Rifle [$90]: High impact, but not as graceful. Upgrades all battle rifle-type weapons.
Shotpistol [$80]: Fires shotgun shells. Good for executing enemies. Upgrades all pistol-type weapons.
Sword [$80]: What is a sword, if not a really long knife? Upgrades all melee weapons.
Chaos Dogma~ [$120]: ~consume enhance replicate consume enhance replicate~ will drown your enemies--
Genesis Chain~ [$120]: SUROS ARI-41 ~insert(SIVA in THIS(current projectile))
Steel Medulla~ [$120]: ~replicate~ devastate your foes ~consume~ Herja ~repeat
Fever and Remedy~ [$120]: Judith-D: ~consumption~ strongly encouraged.
Ether Nova~ [$120]: Thesan FR4: Hasten the ~SIVA replication~
Quantiplasm~ [$120]: Dido-A: Wanderer, your journey will end with ~SIVA
Ex Machina~ [$120]: Eirene: ~If (SIVA) return replicate // else if (!SIVA) run ascension ()~
Sound and Fury~ [$120]: replicate caution replicate overheating replication destabilization imminent~ SUROS.
Extraction probe [$50]: Allows you to perform a neural interface on an enemy, once per mission.
Supercharge [$60]: Greatly increases the damage of one attack, but if the attack is not creative, it'll deal no damage.
Flamethrower [$140]: Deals very high damage and causes burning, but can only hit at close range. Comes with 4 ammo.
Anchor Arms [$80]: Reduces damage taken by 15% when in use. Has a 25% chance to stun, but can only hit at close range. Comes with 8 uses.
The Machina [$160]: Takes one turn to charge up, but pierces all enemies in a line. Comes with 3 ammo.
Null Cannon [$200]: Deals (your minimum damage + 300) damage as arcane damage.
Homing Missile [$175]: Deals 200 damage and is guaranteed to hit.
Yellow Ray [$125]: Instantly destroys a single enemy, but has a recharge time of two waves. Cannot be used on bosses.
Blue Shell [$120]: Targets the enemy with the highest HP and explodes, dealing your minimum damage to them. Never misses.
Plasma Bolter [$150]: Grants two uses of the Coalition soldier's Plasma Bolt ability.
Concussion Grenade [$120]: Launches all enemies away from a tile with minimal damage, either launching them into the air for high fall damage, or sending them flying.
Invincibility Candy [$200]: Grants you invincibility for 2 turns and increases your damage dealt to nearby enemies by 50% (stacks with Close and Personal).
Steroids [$100]: Increases your max HP by 200 for the rest of the mission. Sets current HP to 20.
Instant Tree Seeds [$100]: Instantly grows a tree that can be used as high cover. Comes with 2 uses.
Smoke grenade [$40]: Create a cloud of smoke, providing 20 evasion to anyone in the smoke.
Glue Gun [$40]: Reduces target's evasion to 0 for 3 turns.
Flashbang [$40]: Stuns all enemies for 1 turn.
Distraction Disco Ball [$180]: Distracts multiple enemies and gives them -15 evasion.
Determination Bomb [$50]: Use on an ally to fill them with determination, increasing the damage of their next 2 attacks.
Antigrave [$100]: Revives a KO'd player. Can only be used once per wave.
Reinhardt's Shield [$150]: Deploys a shield that protects you and two allies next to you. Can take 1,000 damage before breaking.
Neuralyzer [$75 x enemies affected]: Puts the team in stealth mode.
Splash Potion of Healing [$90]: Heals all units in a radius. WARNING: Will also heal enemies.
Creeper Spawn Egg [$90]: Throw to spawn a creeper that will explode near the nearest unit. WARNING: Has no sense of friend or foe.
Marker [$150]: Grants two uses of the Enforcer lieutenant's Mark Target ability. Can only have one marked target at a time.
Wheelbarrow [$60]: Allows you to move things like turrets and cover around. Moving things halves your speed. 3 uses.
Shovel [$50]: A folding shovel that can dig trenches to create low cover. Can also be used to dig an enemy's grave, since it's also an effective weapon. 4 uses.
Restroom [$250]: Has 350 HP. Acts as mid cover. One person at a time can enter the restroom, transferring all damage they take to the restroom and regenerating 15% of their max HP every turn. You automatically exit after a turn. Does not follow between areas.
Handful of MRSA [$50]: Reduces an enemy's damage output by 15%, while increasing the damage they take by 15%. Effect spreads to nearby enemies in a large radius. Lasts 2 turns, and can be reapplied. Enemies will move away from infected, but infected can be pushed toward enemies a short distance.
Robobot Armor [$340]: Has 1.5x the wearer's HP. Allows the wearer to copy an enemy instead of performing a normal action, granting the wearer a unique ability. The ability is lost when the wearer is attacked. Regenerates 7.5% HP per turn (for Robobot armor).
PAMA [$125]: Allows you to take control of an enemy for 3 turns. Can only be used once per mission. Control is lost if submerged in water.
Pogo Hammer [$60]: When held, attacking an enemy will bounce them to another enemy. Doesn't apply when there's only one enemy alive. Has 3 uses.
Arcane Wii Remote [$90]: Teleport a unit to another tile. Cannot be used on yourself.
Portal Pistol [$90]: Create two interconnected portals on the map, allowing you to move through them as if they were adjacent. Allows deployment of two pairs of portals.
Teleport [$75]: Swap locations with another unit. Comes with two uses.
Card Pack [$110]: Draw five cards, each with their own effects.
EFLN [$40]: Can be used to destroy cover or other structures. WARNING: Do not detonate next to friendly structures.
Portable Radar [$75]: Can be used to reveal the next enemy squad, or mark all enemies, reducing their evasion. Comes with 2 uses.
Super Mushroom [$100]: Restores 25% of your HP and increases your damage output by 25% until you take damage.
"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!
Both! Likewise, I go to psionic gate B. I prepare a reaction that if someone fires, I pull out a firework cannon (don't ask) and fire it right at the soldier with the visor.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
I equip Prism too, and a Null cannon, ready to unleash a huge torrent of damage.
I run towards Psionic A
I fire lasers at a mirrored surface with my laser gun, causing the lasers to bounce and strike the visored soldier repeatedly, which also causes firework explosions on contact instead of normal explosions because of the date.