Concussion Grenade: Knocks all enemies away from a tile with minimal damage. May launch any enemy on the target tile skyward for heavy falling damage, or just send them in a random direction.
Rollback Post to RevisionRollBack
[Avatar] A render of two of my OCs in a Minecraft format.
Concussion Grenade: Knocks all enemies away from a tile with minimal damage. May launch any enemy on the target tile skyward for heavy falling damage, or just send them in a random direction.
+Votes. Flush Shot chosen.
Research accepted.
Most players voted for XCOM difficulty. Due to a tie in votes, RNG decides you get the Prism Chamber.
Gold: We're heading back to the Prism Chamber. We might find some useful resources there.
Marshall: Our teams have managed to maintain control of everything you haven't explored, so you can pick up where you left off. Good luck, Epsilon.
The Prism Chamber
Date: June 22nd, 2048
Time: 17:43:32
Location: Wilderness of the United States
You return to the vault guardian's chamber without resistance. Several squads of HLF soldiers greet you as you enter. The Coalition apparently tried several times to reclaim the Prism Chamber, but were unsuccessful. You stare at the doorway leading deeper into the chamber for a moment.
Algot: Do we know what's down there?
Theta soldier: We sent a few scouts down there to investigate, but they never came back. There's some kind of labyrinth, and some kinds of Coalition units we've never seen before. We're tracking them on radar, but we don't know what they did to our scouts.
Bio: Sounds familiar to me... We'll be careful.
You traverse deeper into the Prism Chamber. The path is long and winding, eventually splitting into several different directions. The paths ahead are only illuminated by a faint green glow, coming from an unknown source. In the distance, you faintly hear an unusual clicking/beeping sound, coming from multiple sources.
Gold: I'm guessing that's what killed the scouts.
Bacon: We need to be careful.
You also need to find out which way to go.
You'll reveal more of the map as you explore. Find a way to the objective, and either avoid detection from the sentinels, or don't let them live very long. Remember that areas marked with a backslash can't be passed through.
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.
"These guards are EVERYWHERE. How much health do they even have? I think kiting them in here and shooting them dead one by one is probably the best way to do it." I nod to the rest of the team and give it a shot, walking behind one of the walls, getting the sentinal's attention with a rock, then once they come around the corner, I shoot them dead.
Rollback Post to RevisionRollBack
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
Are...are we doing this whole "isolate and stealthily kill" thing right? Regardless, I reload and activate Active Camo, and stay hidden until next turn so I can properly assess the situation.
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.
"These guards are EVERYWHERE. How much health do they even have? I think kiting them in here and shooting them dead one by one is probably the best way to do it." I nod to the rest of the team and give it a shot, walking behind one of the walls, getting the sentinal's attention with a rock, then once they come around the corner, I shoot them dead.
You attract the attention of the nearest sentinel and attack it, dealing 410 damage to it. +26 XP. The attack creates an explosion that deals 100 damage to it.
Are...are we doing this whole "isolate and stealthily kill" thing right? Regardless, I reload and activate Active Camo, and stay hidden until next turn so I can properly assess the situation.
We appear to be isolating and stealthily killing. You choose to remain hidden.
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
"Jesus! These guys have 3000 health! Don't think this plan is efficient, especially since they have 100 damage explosions go off. We need a new, sneakier plan." I stab the sentinel to death and follow the sneakier idea by someone else with the help of my trusty INVISIBILITY CLOAK.
If it's still alive, I stealthily choke out the sentinel and step away as soon as the explosion happens. It's a quiet explosion, thankfully; but we'll need a new plan.
I turn on incognito mode, rendering me and nearby friends undetectable.
"Jesus! These guys have 3000 health! Don't think this plan is efficient, especially since they have 100 damage explosions go off. We need a new, sneakier plan." I stab the sentinel to death and follow the sneakier idea by someone else with the help of my trusty INVISIBILITY CLOAK.
You finish off the sentinel and vanish from sight. +26 XP.
The sentinel drops a piece of armor. You can equip it now or send it to base.
Power Armor [common]
Armor made from alien alloys and reinforced with an energy shield.
If it's still alive, I stealthily choke out the sentinel and step away as soon as the explosion happens. It's a quiet explosion, thankfully; but we'll need a new plan.
I turn on incognito mode, rendering me and nearby friends undetectable.
You make yourself and your allies harder to detect. +13 XP.
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
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
Prism Chamber, XCOM. (I like Stuff Blowing Up)
Also, Flush Shot, and an item.
Concussion Grenade: Knocks all enemies away from a tile with minimal damage. May launch any enemy on the target tile skyward for heavy falling damage, or just send them in a random direction.
+Votes. You purchase plated armor, upgrading all armor for everyone!
+Votes.
+Votes.
+Votes. Flush Shot chosen.
Research accepted.
Most players voted for XCOM difficulty. Due to a tie in votes, RNG decides you get the Prism Chamber.
Gold: We're heading back to the Prism Chamber. We might find some useful resources there.
Marshall: Our teams have managed to maintain control of everything you haven't explored, so you can pick up where you left off. Good luck, Epsilon.
The Prism Chamber
Date: June 22nd, 2048
Time: 17:43:32
Location: Wilderness of the United States
You return to the vault guardian's chamber without resistance. Several squads of HLF soldiers greet you as you enter. The Coalition apparently tried several times to reclaim the Prism Chamber, but were unsuccessful. You stare at the doorway leading deeper into the chamber for a moment.
Algot: Do we know what's down there?
Theta soldier: We sent a few scouts down there to investigate, but they never came back. There's some kind of labyrinth, and some kinds of Coalition units we've never seen before. We're tracking them on radar, but we don't know what they did to our scouts.
Bio: Sounds familiar to me... We'll be careful.
You traverse deeper into the Prism Chamber. The path is long and winding, eventually splitting into several different directions. The paths ahead are only illuminated by a faint green glow, coming from an unknown source. In the distance, you faintly hear an unusual clicking/beeping sound, coming from multiple sources.
Gold: I'm guessing that's what killed the scouts.
Bacon: We need to be careful.
You also need to find out which way to go.
You'll reveal more of the map as you explore. Find a way to the objective, and either avoid detection from the sentinels, or don't let them live very long. Remember that areas marked with a backslash can't be passed through.
Players:
BioShock_Rules [Level 11 Assaulter] [XP: 537/800]
[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]
Gold [Level 12 Assaulter] [XP: 628/850]
[HP: 1,050/1,050] [Armor: 100/100] [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)] [Armor: Unbreakable armor]
[Rushdown: Ready] [Deep Impact] [Stick and Move] [CQC] [Run and Gun: Ready] [Danger Close] [Soul Spear: 0/1] [Subdue: Ready] [Extract: 1/1] [Scope] [Extended Mag]
BaconBusterYT [Level 12 Runner] [XP: 328/850]
[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]
FearTheKumquat [Level 11 Grenadier] [XP: 438/750]
[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: . . . .]
algot120 [Level 11 Assaulter] [XP: 700/750]
[HP: 850/850] [Minimum damage: 235] [VMP: 3/3] [Armor: Reinforced armor] [Frag grenade (x1), Homing missile (1/1), Chaos Card (1/1)]
[Rushdown: Ready] [Subdue: Ready]
MinecraftSiegeEngineer [Level 11 Engineer] [XP: 55/750]
[HP: 650/650] [Minimum damage: 300] [Heavy Assault Rifle: 4/4] [Frag grenade (x1), Null cannon+ (3/3)]
[Build Turret: Ready] [Build Barricade: Ready] [Enhanced Targeting] [Build to Last] [Blast Proof] [Subdue: Ready]
Player_Miner [Level 11 Support] [XP: 20/850]
[HP: 800/800] [Minimum damage: 325] [Assault Rifle: 4/4] [Frag grenade (x1), Smoke grenade (x1)]
[Hack: Ready] [Smoker] [Sprinter] [Active Control: Ready] [Flush Shot: Ready] [Subdue: Ready]
Enemies:
None in sight
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 . . . . \ \ \ . . |
\==========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: 410 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!
"These guards are EVERYWHERE. How much health do they even have? I think kiting them in here and shooting them dead one by one is probably the best way to do it." I nod to the rest of the team and give it a shot, walking behind one of the walls, getting the sentinal's attention with a rock, then once they come around the corner, I shoot them dead.
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
"That makes sense, but we don't want them alerting their friends--"
I am interrupted by Gold shooting a Sentinel dead. Before it can do anything, I cast Silence on it, literally shutting it up.
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 stomp on the attacked enemy if I can, otherwise I carefully advance to place down a device which scans the labyrinth.
Time to use... hmmm... Target marker?
That shoots a ball of bright neon luminescent slime.
It cripples the sentinel and force the Null Cannon to fire on it.
Are...are we doing this whole "isolate and stealthily kill" thing right? Regardless, I reload and activate Active Camo, and stay hidden until next turn so I can properly assess the situation.
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 basic attack the next enemy.
Then I run it through an indefinite repeating chain of integrals and differentials, causing it to be stunned.
You attract the attention of the nearest sentinel and attack it, dealing 410 damage to it. +26 XP. The attack creates an explosion that deals 100 damage to it.
It prepares to attack you!
You prevent the sentinel from alerting any others. +13 XP.
Your stomp deals 385 damage to the sentinel, and creates a 100 damage explosion. +24 XP.
You blast the sentinel with the null cannon, dealing 650 damage to it, along with creating an explosion that deals 100 damage! +41 XP!
We appear to be isolating and stealthily killing. You choose to remain hidden.
255 damage to the sentinel. +16 XP. Another explosion deals 100 damage to it.
It resists the direct effects of your attack, but takes 100 explosion damage!
My action: I hit the sentinel with a bone roll, dealing a total of 369 damage to it, along with creating another 100 damage explosion.
[Enemy turn]
The sentinel is unable to raise an alert, so it slashes Gold with its blade, dealing 250 damage to him, combined with a 100 damage explosion.
Players:
BioShock_Rules [Level 11 Assaulter] [XP: 560/800]
[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: 3 turns]
Gold [Level 12 Assaulter] [XP: 654/850]
[HP: 890/1,050] [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)] [Armor: Unbreakable armor]
[Rushdown: Ready] [Deep Impact] [Stick and Move] [CQC] [Run and Gun: Ready] [Danger Close] [Soul Spear: 0/1] [Subdue: Ready] [Extract: 1/1] [Scope] [Extended Mag]
BaconBusterYT [Level 12 Runner] [XP: 341/850]
[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]
FearTheKumquat [Level 11 Grenadier] [XP: 438/750]
[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: . . . .]
algot120 [Level 11 Assaulter] [XP: 716/750]
[HP: 850/850] [Minimum damage: 235] [VMP: 2/3] [Armor: Reinforced armor] [Frag grenade (x1), Homing missile (1/1), Chaos Card (1/1)]
[Rushdown: Ready] [Subdue: Ready]
MinecraftSiegeEngineer [Level 11 Engineer] [XP: 96/750]
[HP: 650/650] [Minimum damage: 300] [Heavy Assault Rifle: 4/4] [Frag grenade (x1), Null cannon+ (2/3)]
[Build Turret: Ready] [Build Barricade: Ready] [Enhanced Targeting] [Build to Last] [Blast Proof] [Subdue: Ready]
Player_Miner [Level 11 Support] [XP: 44/850]
[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: 351/3,000] [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 . . . . \ \ \ . . |
\==========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: 410 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!
"Jesus! These guys have 3000 health! Don't think this plan is efficient, especially since they have 100 damage explosions go off. We need a new, sneakier plan." I stab the sentinel to death and follow the sneakier idea by someone else with the help of my trusty INVISIBILITY CLOAK.
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
If it's still alive, I stealthily choke out the sentinel and step away as soon as the explosion happens. It's a quiet explosion, thankfully; but we'll need a new plan.
I turn on incognito mode, rendering me and nearby friends undetectable.
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 isolate the next sentinel, silence it and Tear Gas it, so it is unable to alert his comrades.
Then I fire another, devastating round of Null Cannon. Seems like I will need to recharge it soon - and probably get better void pack.
The stare deals 235 damage to the sentinel, and an explosion deals 100 damage to it! +15 XP!
You finish off the sentinel and vanish from sight. +26 XP.
The sentinel drops a piece of armor. You can equip it now or send it to base.
Power Armor [common]
Armor made from alien alloys and reinforced with an energy shield.
+300 HP
+100 armor
+10 defense
You make yourself and your allies harder to detect. +13 XP.
The next sentinel is fairly far away. It's unable to hear your bait.
My action: I cautiously move forward, revealing more of the left path.
[Enemy turn]
The sentinels continue their patrol.
Sentinel was killed by Gold, Miner, Siege, algot, and Bio!
Players [incognito]:
BioShock_Rules [Level 11 Assaulter] [XP: 573/800]
[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: 2 turns]
Gold [Level 12 Assaulter] [XP: 680/850]
[HP: 890/1,050] [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]
BaconBusterYT [Level 12 Runner] [XP: 354/850]
[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]
FearTheKumquat [Level 11 Grenadier] [XP: 438/750]
[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: . . . .]
algot120 [Level 11 Assaulter] [XP: 744/750]
[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]
MinecraftSiegeEngineer [Level 11 Engineer] [XP: 109/750]
[HP: 650/650] [Minimum damage: 300] [Heavy Assault Rifle: 4/4] [Frag grenade (x1), Null cannon+ (2/3)]
[Build Turret: Ready] [Build Barricade: Ready] [Enhanced Targeting] [Build to Last] [Blast Proof] [Subdue: Ready]
Player_Miner [Level 11 Support] [XP: 57/850]
[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]
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 . . . . \ \ \ . . |
\==========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: 410 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!
Dang that's good armor. I take it carefully and wait for a chance to sneak by the sentinel with my invisibility cloak.
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 advance forward under stealth, and come up next to Bio.
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, using my invisibility advantage, recharge my Null cannon for future combat.
“Hmm... what’s it look like down here?” *mimics Futaba when she scans Mementos*
You move along the right path, revealing more of it.
You equip the armor and manage to sneak past the sentinel, revealing more of the left path.
You move up next to me, stealthily.
You manage to restore a use to your null cannon.
You scan a little bit forward, revealing some of the middle path.
My action: I silently move up next to Gold, eyeballing the sentinel.
[Enemy turn]
The sentinels continue their patrol. One of them looks in Gold's direction for a moment, but notices nothing. It may be getting suspicious.
Players [incognito]:
BioShock_Rules [Level 11 Assaulter] [XP: 573/800]
[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: 1 turn]
Gold [Level 12 Assaulter] [XP: 680/850]
[HP: 1,090/1,150] [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)] [Armor: Power 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]
BaconBusterYT [Level 12 Runner] [XP: 354/850]
[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]
FearTheKumquat [Level 11 Grenadier] [XP: 438/750]
[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: . . . .]
algot120 [Level 11 Assaulter] [XP: 744/750]
[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]
MinecraftSiegeEngineer [Level 11 Engineer] [XP: 109/750]
[HP: 650/650] [Minimum damage: 300] [Heavy Assault Rifle: 4/4] [Frag grenade (x1), Null cannon+ (3/3)]
[Build Turret: Ready] [Build Barricade: Ready] [Enhanced Targeting] [Build to Last] [Blast Proof] [Subdue: Ready]
Player_Miner [Level 11 Support] [XP: 57/850]
[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]
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: 410 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 just wanted to add the armor to my inventory, welp! I sneak by as a box. METAL GEAR!
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 move near Gold and Bio, and restore another use to Null Cannon. Gotta pierce their heavy armor, when we finally get caught!
EDIT: Seems like it's been fully reloaded, so I choose to increase the clip size instead.