In 2030, a mere two years after the Cordis Die war, an ill-advised experiment led to the Digital Warfare incident, in which characters from various video games broke through to the real world, spreading panic and destruction across the world. This incident was resolved in a dramatic offscreen battle by the Outpost Defenders, an elite squad of soldiers responsible for ending the Cordis Die war. The Outpost Defenders were once again hailed as heroes for saving the world from certain annihilation for the third time in a few years. They chose to remain at the ready, prepared for whatever increasingly absurd, world-threatening army/eldritch abomination manifested itself.
The year is now 2031, and a new threat has arisen.
Now that the plot's set up, let's talk about the fundamentals of gameplay.
HP and damage: Let's be honest, you probably know what this is. Every unit in the game has an HP value, which represents how much damage they can take. Damage is dealt by attacks, abilities, or items. Damage drains a target's HP. If an enemy or ally hits 0 HP, they die. If a player's HP hits 0, they get KO'd. Players have the option of dividing their damage among up to three targets at once, which will distribute the damage evenly among the targets.
Damage types: There are eight types of damage: physical, fire, ice, electric, explosive, toxic, arcane, and pure. Every unit has some form of resistance to all of these damage types, except for pure. Enemy attacks always deal one of these damage types. By default, players' attacks deal physical damage, but you can influence this damage type by going into more detail with your attacks. Some weapons and abilities deal a guaranteed damage type. Pure damage is unique in that it cannot be dealt by normal means; only specific abilities and a unique weapon inflict pure damage, which ignores enemy defenses and armor.
KO'd: Players are knocked out when they lose all their HP. KO'd players can't do anything until a player revives them with an item or ability, or if the wave is cleared.
Waves: Missions play out in waves. Complete a wave by killing all of the enemies or fulfilling another objective. Completing waves awards players with XP, money, and some HP restoration.
Levels and XP: Players gain XP by performing significant actions. Gain enough XP to level up. After leveling up, you can upgrade your stats, which include HP and healing, and your attack stat. Every few levels, you can unlock a new ability. The level cap is 25.
Healing and attack stats: Your healing and attack stats influence the effectiveness of your healing and attacks. They serve as the minimum effectiveness of their respective actions (so 10 ATK means your minimum attack damage is 10). There is an upper limit of effectiveness for each action, which is 10 times that stat (so 10 ATK means your max attack damage is 100). You can increase these stats by equipping certain pieces of gear and leveling up.
Money, the shop, and items: Players gain money through various means as the game progresses. Money is shared between the whole team. Money can be used to buy items in the shop. Items can have a wide variety of effects, ranging from offensive boosts to powerful defenses. Players can carry up to four items at a time, and there is no limit to money. The shop is divided into four item categories: offensive, defensive, support, and utility.
Researching items: At any time, players can research a new item to be added to the shop. This item will be made available for purchase if it's accepted. Keep your items balanced, and they'll usually be accepted.
Weapons and armor: Throughout the game, players will find new weapons and pieces of armor. These can be equipped to gain stat bonuses and additional perks. Gear comes in five tiers of rarity: common, uncommon, rare, legendary, and mythical. Gear of any rarity can be crafted at the shop, in exchange for materials. Materials drop randomly from enemies and can be found in missions.
Abilities: Players gain new abilities as they level up. Abilities can be either active or passive. Passive abilities always take effect. Active abilities cost energy, which recharges on its own. If you don't have enough energy, you can't use active abilities.
Super abilities: Each class has its own super. They charge as you gain XP. They're much stronger than normal abilities, and can potentially turn the tide of combat.
Now let's discuss some more overarching goals for the game.
The data bank:
The shop always sells data cards. Use these data cards on enemies to attempt to secure their data bank entry, which will give some valuable information on them. The card's chance of success depends on the enemy's HP; lower HP equals a higher chance of success. Obtaining data bank entry grants a significant XP boost to all players.
==[Gunner]==
The Talon gunners are the most basic enemy type around. They shoot, and they don't do much else. Alone, they're hardly a threat, but they can be brutal in large numbers. Higher ranking gunners may also have access to grenades.
==[Sniper]==
The Talons' snipers are remarkably well trained. Their aim is incredible, and their weapons are extremely powerful. However, they aren't very durable, so a little bit of concentrated fire can put them down.
==[Grenadier]==
Serving as the Talons' explosives experts, the grenadiers are masters at crowd control. Most of their attacks are capable of hitting multiple targets, and they're fairly resistant to explosives themselves.
==[Assassin]==
The Talons' assassins have received extensive stealth training. Not only are they oddly hard to hit, but some may even go unnoticed until they've already attacked. Be on your guard if they're in the area.
==[Juggernaut]==
Heavily armored and well equipped, the juggernauts are unmatched in their ability to absorb damage. With their high-impact shotguns, that can easily become a major threat unless focused down.
==[Medic]==
The medics are one of the few Talon soldiers that don't attack. Instead, they rapidly heal their wounded allies, enabling them to continue fighting. Even one medic can make combat go on much longer if left unchecked.
==[Specialist]==
Specialists are an interesting type of enemy. Their attacks are not very dangerous on their own. Rather, their strength lies in the random effects that accompany their attacks, such as poison or burning. Use caution when dealing with specialists.
==[Attack Helicopter]==
The Talons have an impressive amount of air support. Their attack helicopters are just that: helicopters that fly around the battlefield, bombarding anything beneath them. They're fairly durable, so they are not to be taken lightly.
The Talons' technicians aren't very dangerous, but they are exceptionally annoying. They use electrically charged ammunition, allowing them to deal significant damage to electronic units, as well as drain your energy reserves.
The destroyers are capable of dealing incredible amounts of damage at once, thanks to their targeted airstrike. Additionally, they can set up to three targets at once with their airstrike. Be careful around them.
The incinerators display an unhealthy interest in fire. They attack with a flamethrower that allows them to light their targets on fire, while rapidly burning through their armor. Their own armor also gives them significant resistance to fire.
Assault drones are remote controlled, ground-based vehicles equipped with a powerful gun. They don't do much besides shoot, but they're fairly durable. Additionally, their weapon is equipped with armor-piercing rounds.
Transport ships have no weapons of their own. Instead, they're heavily armored troop carriers. They fly into the battlefield, drop off a few enemies, and depart, only to return with more enemies. Destroy them quickly.
The Talons' chemical specialists can be considered walking war crimes. They attack with a pump that sprays toxic gases, allowing them to bypass armor and poison whatever they hit. Their gas is surprisingly potent, so be on your guard.
Suppression drones are equipped with a grenade launcher loaded with stun grenades. They deal no damage on their own, but can effectively neutralize their targets, allowing their allies to kill them easily.
The saboteurs aren't very dangerous on their own, but they can be potentially crippling. They can disable your ability to use items or shut down robotic allies, rendering them useless for the duration of the shutdown.
The Talons' executioners are capable of incredible damage output. They have to spend a turn charging their weapon before firing it, but the shot itself deals massive damage. Executioners also wear heavy armor to ensure they survive the charging process.
The Talons' higher ranking troops have started to join the front lines. The majors are very powerful on their own, but they're also capable of passively strengthening the units around them in various ways. They can singlehandedly make a small squad a serious threat.
Gunships are essentially helicopters, but with better guns. Their guns deal high damage, and they can fire them twice, allowing them to attack two targets at once. Their armor has also been heavily reinforced.
The Talons' necromancers seem to have access to some form of dark magic. They're capable of reanimating the dead, and will do so until the necromancer is killed. If the necromancer dies, the enemies they resurrected will also die.
The Talons' battle drones are heavily armored drones equipped with a flamethrower. They can quickly deal significant amounts of damage, while burning through armor with little effort. They're also fairly durable, so watch out.
The Talons' support units exist solely to make their allies stronger. They rarely attack, opting to instead supply their allies with armor packs and items. They possess these in seemingly endless supply, so target them first.
The stalkers serve at the Talons' advanced stealth units. Fittingly enough, they attack with the long, sharp talons affixed to their gloves, which can allow them to inflict bleeding. They enter the battlefield cloaked, so they can potentially stay hidden until they attack.
Where the Talons get their seemingly endless supply of vehicles, we'll never know. Their battle tanks in particular are quite devastating. They're heavily armored and come equipped with a big gun that deals massive damage over a large area, allowing them to lay waste to the battlefield. Fortunately, however, they need to reload after every shot.
The titans are essentially super juggernauts. They have absurd amounts of protection, with similarly strong weapons. They are nearly unstoppable, so focusing fire on them is recommended.
Frag Grenade [active]
Throw a grenade that deals damage to a primary target, and reduced damage to two nearby targets.
Tier 1: 20 damage to primary target, 15 damage to secondary targets, 1 use
Tier 2: 25 damage to primary target, 20 damage to secondary targets, 1 use
Tier 3: 30 damage to primary target, 25 damage to secondary targets, 2 uses
Light 'em Up [passive]
Allows you to take two shots in one turn.
Suppression [active]
Suppress a target, reducing their accuracy by 30 and firing at them if they take an action.
Unlocked at level 10
Oil Grenade [active]
Cover a target in oil. Targets covered in oil are slowed down, suffer -30 fire resistance, and will be lit on fire upon taking any fire damage. 2 uses.
Unlocked at level 20
==[Sniper]==
Deadeye [passive]
You have a higher chance to critically hit.
Tier 1: 10% critical hit chance
Tier 2: 15% critical hit chance
Double Tap [active]
Fire two shots at the same target, each with -10 accuracy. 3 uses.
Incapacitate [active]
A crippling shot that deals 25% less damage but makes attacks directed at the target guaranteed to hit. 2 turn cooldown.
Unlocked at level 10
Precision Shot [active]
A precise attack that has +15 accuracy, +10% crit chance, and pierces armor. 1 turn cooldown.
Unlocked at level 20
==[Grenadier]==
Explosive Payload [passive]
Your attacks deal a small amount of damage to enemies near the primary target.
Tier 1: 25% splash damage
Tier 2: 50% splash damage
Flashbang [active]
Throw a flashbang that reduces a single enemy's accuracy.
Tier 1: -15 accuracy for 2 turns, 1 use
Tier 2: -25 accuracy for 2 turns, 1 use
Armor Shredder [passive]
Your attacks deal 30% more damage to armor.
Unlocked at level 10
Shellshock [passive]
Your attacks have a 30% chance to disorient your primary target.
Unlocked at level 20
==[Assassin]==
Sharpened Blade [passive]
Your attacks have a chance to inflict bleeding.
Tier 1: 20% chance for 10 damage every turn for 2 turns
Tier 2: 20% chance for 15 damage every turn for 2 turns
Tier 3: 25% chance for 20 damage every turn for 3 turns
Shadestep [active]
Perform a quick evasive maneuver that makes you immune to the next attack directed at you. 2 uses.
Critical Strike [active]
Perform an attack that is guaranteed to critically hit. 2 uses.
Unlocked at level 10
Sawtooth Knife [active]
Perform an attack that deals 20% more damage and deals pure damage, allowing it to ignore armor and damage resistance. 3 uses.
Unlocked at level 20
==[Juggernaut]==
Fortify [active]
Temporarily increase your resistance to damage.
Tier 1: +10 to all defenses for 2 turns, 3 uses
Tier 2: +15 to all defenses for 2 turns, 3 uses
Tier 3: +20 to all defenses for 3 turns, 3 uses
Sealed Armor [passive]
You are immune to several status effects, including burning, freezing, and poison.
Distract [active]
Gain +30 to all resistances for 1 turn, but force all player attacks to hit you. 3 uses.
Unlocked at level 10
Defend [active]
Assume a defensive posture, gaining +10 to all defenses for 2 turns along with an additional 50 armor. 2 uses.
Unlocked at level 20
==[Medic]==
Regenerating [passive]
You passively regenerate health.
Tier 1: +10 health every turn
Tier 2: +15 health every turn
Tier 3: +20 health every turn
Healing Presence [passive]
All of your allies passively regenerate 5% of their HP every turn while you're alive.
Medical Grenade [active]
Perform a healing action that affects a primary target and two secondary targets. 3 uses.
Unlocked at level 10
Healing Field [active]
Deploy a medicating field around up to four targets that heals them continuously. 2 uses.
Unlocked at level 20
==[Specialist]==
Specialized Ammo
Your attacks inflict random status effects, including bleeding, poison, burning, corrosion, stun, weakening, shattered defenses, or silenced.
Tier 1: Tier 1 effects, where applicable
Tier 2: Tier 2 effects, where applicable
Tier 3: Tier 3 effects, where applicable
Adaptive Armor [passive]
Taking damage grants you +15 resistance to whatever type of damage you took for 2 turns.
Immunity [passive]
You are immune to negative status effects.
Unlocked at level 10
Virulent [passive]
Your inflicted status effects can spread to nearby targets.
Unlocked at level 20
==[Attack Helicopter]==
Airborne [passive]
You are harder to hit with physical attacks, but are vulnerable to lock-on missiles.
Missile Barrage [active]
Launch a bombardment of missiles that can deal damage to a single target, or spread damage to multiple targets.
Tier 1: 4 missiles, 15 damage, 2 uses
Tier 2: 5 missiles, 15 damage, 2 uses
Tier 3: 6 missiles, 20 damage, 2 uses
Defensive Flare [passive]
You are equipped with one flare to divert lock-on missiles.
Unlocked at level 10
Evasive Maneuvers [active]
Perform some quick evasive maneuvers that increase your evasion by 25 for the next turn. 3 uses.
Unlocked at level 20
==[Technician]==
Circuit Breaker [passive]
You deal more damage to robotic units.
Tier 1: +25% damage dealt
Tier 2: +50% damage dealt
Tier 3: +75% damage dealt
Energy Drain [passive]
Your attacks drain ACM energy from your target.
Tier 1: 100% of damage dealt becomes energy drain
Tier 2: 125% of damage dealt becomes energy drain
Tier 3: 150% of damage dealt becomes energy drain
Electrified Ammo [passive]
Your attacks have a 30% chance to galvanize the target, causing them to take 12 damage every turn, for 3 turns.
Unlocked at level 10
EMP Grenade [active]
Throw an EMP grenade that disables the target's abilities and scrambles their HUD for 2 turns. 1 use.
Unlocked at level 20
==[Destroyer]==
Airstrike [active]
Set up to three targets for a powerful airstrike.
Tier 1: 35 damage, 1 use
Tier 2: 50 damage, 1 use
Tier 3: 75 damage, 1 use
Shattering Strike [active]
Perform a powerful attack that deals damage and shatters the target's defenses. 3 uses.
Unlocked at level 10
Extra Munitions [passive]
You can set a fourth target for your airstrike.
Unlocked at level 20
==[Incinerator]==
Burning [passive]
Your attacks light targets on fire.
Tier 1: 15 damage per turn for 2 turns, +20% damage to armor
Tier 2: 20 damage per turn for 3 turns, +40% damage to armor
Tier 3: 25 damage per turn for 3 turns, +60% damage to armor
Wildfire [passive]
Your flames have a chance to spread to nearby targets.
Fireproof [passive]
You are immune to burning.
Unlocked at level 10
Incendiary Grenade [active]
Throw a grenade that deals 25 damage to a primary target and 15 damage to two nearby targets, and sets burning 1 on all of them. 1 use.
Unlocked at level 20
==[Assault Drone]==
Robotic [passive]
You are robotic.
Armor-Piercing Rounds [passive]
Your attacks ignore a portion of the target's armor.
Tier 1: +15% armor penetration
Tier 2: +30% armor penetration
Tier 3: +50% armor penetration
Suppression [active]
Suppress a target, reducing their accuracy by 30 and firing at them if they take an action.
Unlocked at level 10
Hail of Bullets [active]
Fire a barrage of bullets that is guaranteed to hit and deals 25% more damage. 2 uses.
Unlocked at level 20
==[Transport ship]==
Troop Transport [passive]
You airdrop Talon troops onto the battlefield instead of attacking.
???
==[Chemical specialist]==
Poisonous [passive]
Your attacks poison targets.
Tier 1: 10 damage per turn and -5 accuracy for 3 turns
Tier 2: 15 damage per turn and -10 accuracy for 4 turns
Tier 3: 15 damage per turn and -15 accuracy for 4 turns
Armor Bypass [passive]
Your attacks ignore the target's armor.
Poison Immunity [passive]
You are immune to poison.
Unlocked at level 10
Neurotoxin [active]
Infect a target with a deadly toxin that slows, disorients, and weakens them for 2 turns. 1 use.
Unlocked at level 20
==[Suppression drone]==
Robotic [passive]
You are robotic.
Stunning [passive]
Your attacks stun or disorient targets.
Tier 1: Stun for 1 action, disorient for 2 turns
Tier 2: Stun for 2 actions, disorient for 3 turns
Tier 3: Stun for 2 actions, disorient for 3 turns with improved effect
Jamming Grenades [passive]
Your stun grenades temporarily block energy regeneration.
Unlocked at level 10
Silencing Grenades [passive]
Your stun grenades temporarily block the usage of abilities.
Unlocked at level 20
==[Saboteur]==
Shutdown [active]
Temporarily shut down a robotic target, or disable the target's ability to use items.
Tier 1: Lasts for 1 turn, 3 uses
Tier 2: Lasts for 2 turns, 3 uses
Tier 3: Lasts for 3 turns, 4 uses
???
Battery Sabotage [active]
Sabotage a target's ACM battery, draining 30 energy and delaying energy regeneration for 2 turns. 2 uses.
Unlocked at level 10
Hack [active]
Hack a robotic target, temporarily turning them friendly. 2 uses.
Unlocked at level 20
==[Executioner]==
Charge Up [passive]
You have to charge your attack for a turn before firing.
Execution [passive]
Your attacks deal extra damage to enemies with less than 50% of their max HP.
Tier 1: +25% damage dealt
Tier 2: +50% damage dealt
Tier 3: +100% damage dealt
Attack Its Weak Point [passive]
Gain +10% critical hit chance when targeting enemies with less than 50% HP.
Unlocked at level 10
???
==[Major]==
Encouraging Presence [passive]
While you are alive, all of your allies will have enhanced combat performance.
Tier 1: +10% damage dealt, -10% damage taken
Tier 2: +15% damage dealt, -15% damage taken, +10% accuracy
Tier 3: +20% damage dealt, -15% damage taken, +15% accuracy, +1 tier to all abilities
Inspiration [active]
Sacrifice your action to grant an additional one to an ally. Has 3 uses.
Rallying Cry [active]
Call your allies to battle, granting them +15% damage output and an extra use to all of their abilities. 2 uses.
Unlocked at level 10
Field Promotion [active]
Promote an ally, increasing their level by 5 and turning normal units into elite ones. 1 use.
Unlocked at level 20
==[Gunship]==
Airborne [passive]
You are airborne.
Light 'em Up [passive]
Allows you to take two shots in one turn.
Defensive Flare [passive]
You are equipped with one flare to divert lock-on missiles.
Unlocked at level 10
Missile Barrage [active]
Launch a bombardment of missiles that can deal damage to a single target, or spread damage to multiple targets.
Tier 1: 4 missiles, 15 damage, 1 use
Unlocked at level 20
==[Necromancer]==
Resurrect [active]
Reanimate a fallen ally with a portion of their HP. Resurrected allies will die if you die. This ability has infinite uses.
Tier 1: Resurrects with 50% of max HP
Tier 2: Resurrects with 75% of max HP
Tier 3: Resurrects with full HP
Summon [active]
Summon a random otherworldly ally. Summoned allies will die if you die. Has 3 uses.
Everlasting [passive]
Allies you resurrect or summon will not die if you are killed.
Unlocked at level 10
Tormented Soul [passive]
Upon death, you are resurrected as a vengeful soul that has 50% of your HP and lasts for 2 turns.
Unlocked at level 20
==[Battle Drone]==
Robotic [passive]
You are robotic.
Burning [passive]
Your attacks light targets on fire.
Tier 1: 15 damage per turn for 2 turns, +20% damage to armor
Tier 2: 20 damage per turn for 3 turns, +40% damage to armor
Tier 3: 25 damage per turn for 3 turns, +60% damage to armor
???
Wildfire [passive]
Your flames have a chance to spread to nearby targets.
Unlocked at level 10
Volatile Core [passive]
Upon death, you explode after a 1 turn delay, dealing 30 damage to your killer.
Unlocked at level 20
==[Supporter]==
Armor Pack [active]
Give an ally a pack of armor. This ability has infinite uses.
Tier 1: Gives 30 armor
Tier 2: Gives 50 armor
Tier 3: Gives 75 armor
Item Pack [active]
Give an ally an item. This ability has infinite uses and draws from the shop item pool.
State of the Art [passive]
Your armor/item/ammo packs grant stronger bonuses.
Unlocked at level 10
Mutualism [passive]
Giving an armor/item/ammo pack to an ally grants you a portion of the pack's effects.
Unlocked at level 20
==[Stalker]==
Cloaked [passive]
You are cloaked, and will be harder to see.
Sharpened Blade [passive]
Your attacks inflict bleeding.
Tier 1: 10 damage every turn for 2 turns
Tier 2: 15 damage every turn for 2 turns
Tier 3: 20 damage every turn for 3 turns
Sawtooth Knife [active]
Perform an attack that deals 20% more damage and deals pure damage, allowing it to ignore armor and damage resistance. 3 uses.
Unlocked at level 10
Eviscerate [active]
Perform a deadly melee attack that deals 10% more damage and causes bleeding 4. 2 uses.
Unlocked at level 20
==[Battle Tank]==
Single Shot [passive]
You have to spend a turn reloading after every shot you fire.
Shrapnel [passive]
Your attacks have a 30% chance to inflict bleeding 1.
Shellshock [passive]
Your attacks have a 30% chance to disorient the target.
Unlocked at level 10
Shredder [passive]
Your attacks deal extra damage to armor and have a 25% chance to shatter the target's defenses.
Unlocked at level 20
==[Titan]==
Critical Resistance [passive]
You are harder to critically hit, and critical hits against you deal less damage.
Tier 1: -2% crit chance, -10% crit damage
Tier 2: -3% crit chance, -20% crit damage
Tier 3: -5% crit chance, -30% crit damage
???
Sealed Armor [passive]
You are immune to several status effects, including burning, freezing, and poison.
Unlocked at level 10
Shoulder Charge [active]
Perform a powerful shoulder charge into an enemy, dealing 35 damage to them and disorienting them, with a 25% chance to stun. 3 uses.
Unlocked at level 20
Achievements:
Achievements are team goals that can be completed over the course of the game. Completing achievements will grant XP and money bonuses to all players. Can you complete all of them?
=====STORY PROGRESSION
Sabotage
Complete Act I: Back on the Grid.
[COMPLETE] 1/1
Reward: ?
Continuum
This achievement is a secret.
[==========] 0/1
Reward: ?
Absolution
This achievement is a secret.
[==========] 0/1
Reward: ?
Retribution
This achievement is a secret.
[==========] 0/1
Reward: ?
The Hard Way
Complete 7 missions on Warrior difficulty or higher.
[COMPLETE] 7/7
Reward: $750, 75 XP, Warrior emblem
No Holds Barred
Complete 5 missions on Outpost Defender difficulty or higher.
[COMPLETE] 5/5
Reward: $1,000, 100 XP, Outpost Defender emblem
Good Enough
Complete 4 missions on Blood Anvil difficulty.
[==========] 1/4
Reward: $1,500, 150 XP, Blood Anvil emblem
The Gang's All Here
Complete 5 missions with no KOs.
[COMPLETE] 5/5
Reward: $250, 25 XP, Unharmed emblem
Top Notch
Complete 7 missions with an A rank or better.
[COMPLETE] 7/7
Reward: $400, 40 XP, Top Tier emblem
Above and Beyond
Complete 5 missions with an S rank.
[COMPLETE] 5/5
Reward: $500, 50 XP, Perfection emblem
Decorated
Earn a total of 15 decorations.
[COMPLETE] 15/15
Reward: $400, 40 XP
Everything We've Got
Hit a single non-boss enemy with a regular attack, a shop item, an ability, and a status effect.
[COMPLETE] 1/1
Reward: $400, 40 XP, One of Everything emblem
Greed
Complete 3 missions and spend less than $500 at the shop.
[COMPLETE] 3/3
Reward: $100, 10 XP, Greed emblem
Master of All
Earn all achievements.
[==========] 23/44
Reward: $10,000, 1,000 XP, Master of All emblem
Decorations:
Decorations are challenges that can be completed by individual players. They award the player that completes them with XP, a new emblem, and a new title. Can you complete them all?
Emblems and titles are cosmetics that are unlocked throughout the game. Your default emblem changes as you level up. You can unlock more emblems by completing achievements and earning decorations. Titles are earned by earning decorations.
Default: standard rank emblem. One of Everything Physical Damage Perfection Top Tier Soul Vessel
Fire Damage
Sabotage
Ice Damage
Future Warfare
Educated
Warrior
Outpost Defender
Kill 'em All
Explosive Damage
War of the Chosen
Bio's emblems:
Escalation
Until the End
Alien Hunter
Initiate
Killer
Gold's emblems:
Until the End
Alien Hunter
By My Hand Alone Triple Down Initiate
Exemplar
Killer
Soldier
Quad Feed
Whirlwind
Reaper
Tried and True
Attacker
Bloodthirsty
Player_Miner's emblems:
Alien Hunter
By My Hand Alone
Initiate
Soldier
Killer
Exemplar
Tried and True
Reaper
Lights Out
One and Done
Battle Hardened
Attacker
Bloodthirsty
BaconBusterYT's emblems:
Alien Hunter
By My Hand Alone
Dragon Slayer
Initiate Triple Down Exemplar
Soldier
Killer
Heroic Sacrifice
Quad Feed
Whirlwind
Attacker
Reaper
Bloodthirsty
Tried and True
Battle Hardened
Stickcrafter's emblems: From the Beginning Escalation Until the End Initiate Triple Down Quad Feed
Soldier
Whirlwind
Killer
Tried and True
Lights Out
Reaper
Battle Hardened
One and Done
Dragon Slayer
Attacker
Bloodthirsty
Exemplar
Algot's emblems: Initiate Triple Down Quad Feed Whirlwind
Soldier
Killer
Reaper
Winkins' emblems: Initiate Triple Down By My Hand Alone One and Done
Abilities: Lock and Load, Critical Shot IV, Omnishot, Suppress, Concussive Shot, Bleeder, Deadly Crits, Dazing Fire, Enhanced Battery III, Conditioning III, Agility I, Warp, Anger Management, Health Recovery III, Zero In III, Energy Bolt
Perks: Fully Loaded, Scavenger, Scrounger
Damage dealt: 7,192
Damage taken: 782
Damage taken while guarding: 0
Healing performed: 427
Energy used: 1,015
XP gained: 9,286
Kills: 195
KOs: 0
Revives: 1
Decorations earned:
Until the End
Alien Hunter
By My Hand Alone
Triple Down
Initiate
Exemplar
Killer
Soldier
Quad Feed
Whirlwind
Reaper
Tried and True
Attacker
Bloodthirsty
Player_Miner
Rank: Brigadier General (level 22)
Status: active
Emblem: Alien Hunter
Title: BGen
Class: Assault Gunner
Max HP: 112 +40
Max energy: 120
Attack: 43 +13
Healing: 16
Weapon: Seeking Electrosapper
Armor: The Inexorable Reaper
Abilities: Lock and Load, Critical Shot, Trishot, Fleche II, Bleeder, Concussive Shot, Dazing Fire, Bullet Hell, Energy Drain II, Conditioning III, Agility II, Enhanced Battery III, Inversion II, Ammo Synthesis, Emergency Stim, Zero In II, Deadshot III
Perks: Skilled, Fully Loaded, Scrounger, Furious
Damage dealt: 10,540
Damage taken: 672
Damage taken while guarding: 0
Healing performed: 535
Energy used: 495
XP gained: 14,614
Kills: 212
KOs: 0
Revives: 2
Decorations earned:
Alien Hunter
By My Hand Alone
Initiate
Soldier
Killer
Exemplar
Tried and True
Reaper
Lights Out
One and Done
Battle Hardened
Attacker
Bloodthirsty
BaconBusterYT
Rank: Major General (level 23)
Status: active
Abilities: Electric Burst III, Snapfreeze, Rapid Recharge, Grapple II, Psychosis, Imprecation II, Replicate, Doppelganger, Agility II, Enhanced Battery III, Cure
Stickcrafter
Rank: Brigadier General (level 22)
Status: active
Emblem: From the Beginning
Title: The Omega
Class: Assault Gunner
Max HP: 127 +20
Max energy: 130 +35
Attack: 52 +3
Healing: 11
Weapon: The Prime Reanimator (Pure Nail + Reanimator + Grenade Launcher + Outbreak Prime)
Armor: Resplendently Bony Capacitor (Capacitor Armor + Armor of Bone x2 + Armor of Boundless Light)
Abilities: Lock and Load, Critical Shot, Armor Breaker, Suppress, Concussive Shot, Bleeder, Dazing Fire, Bullet Hell, Stun Strike, Flashbang, Agility II, Conditioning III, Enhanced Battery III, Deadshot III, Zero In, Idiot Ball, Mark for Death
Perks: Vitality, Aggression, Skilled, Overclock
Damage dealt: 10,136
Damage taken: 695
Damage taken while guarding: 20
Healing performed: 260
Energy used: 410
XP gained: 14,503
Kills: 209
KOs: 0
Revives: 0
Decorations earned:
From the Beginning
Escalation
Until the End
Initiate
Triple Down
Quad Feed
Soldier
Whirlwind
Killer
Tried and True
Lights Out
Reaper
Battle Hardened
Attacker
Bloodthirsty
Algot120
Rank: Chief Warrant Officer 5 (level 15)
Status: active
Emblem: Soul Vessel
Title: Pure Vessel
Class: Engineer
Max HP: 80 +10
Max energy: 85
Attack: 17 +5
Healing: 12
Weapon: The Temporal Storm
Armor: Blessed Cloak of Magic Resistance
Abilities: Micro Turret II, Shield Projector II, Improved Tech, Built to Last, Vortex Projector II, Self Repair II, Energy Drain, Critboost, Arc Soul, Warp, Stun Strike, Cure, Energy Shield, Energy Wall, Energy Bolt, Inversion II, Ammo Synthesis, Health Recovery I, Regenerative Battery I, Zero In, Agility II
Perks: Energetic, Fully Loaded, Scrounger
Damage dealt: 2,562
Damage taken: 454
Damage taken while guarding: 0
Healing performed: 74
Energy used: 490
XP gained: 4,681
Kills: 109
KOs: 2
Revives: 0
Decorations earned:
Initiate
Triple Down
Quad Feed
Whirlwind
Soldier
Killer
Reaper
Winkins
Rank: General (level 25)
Status: active
Emblem: By My Hand Alone
Title: Gen
Class: Sharpshooter
Max HP: 133 +10
Max energy: 145
Attack: 64 +9
Healing: 18
Weapon: Executioner
Armor: Mask of the Marksman
Abilities: Crackshot III, Headshot III, Piercing Shot III, Quickdraw II, Trickshot II, Point Blank II, Eagle Eyes, Faceoff III, Clutch Shot II, Skullcracker III, Fan Fire II, Deadly Crits III, Firefly, Unshakable Focus, Enhanced Battery III, Regenerative Battery II, Critboost III, Energy Drain III, Conditioning III, Arc Soul II, Warp III, Idiot Ball II, Inversion II, Stun Strike II, Forbidden Technique III, Health Recovery III, Zero In III, Deadshot III
Perks: Skilled, Rechargeable Battery, Scrounger, Heartbreaker, Jack of All Trades, Scavenger, Holy Mantle
Damage dealt: 23,604
Damage taken: 2,038
Damage taken while guarding: 0
Healing performed: 548
Energy used: 5,603
XP gained: 29,371
Kills: 352
KOs: 1
Revives: 2
Decorations earned:
Initiate
Triple Down
By My Hand Alone
One and Done
Dragon Slayer
Quad Feed
Lights Out
Soldier
Whirlwind
Killer
Attacker
Reaper
Tried and True
Exemplar
Battle Hardened
XSlayer300
Rank: Major (level 19)
Status: active
Emblem: From the Beginning
Title: The Alpha
Class: Specialist
Max HP: 94 +10
Max energy: 140 +40
Attack: 28 +8
Healing: 20
Weapon: Eden's Shotgun
Armor: Armor of Boundless Light
Abilities: Electric Burst II, Snapfreeze, Rapid Recharge, Grapple, Sensory Overload, Imprecation, Intensity, Flay, Zero In, Regenerative Battery II, Enhanced Battery, Emergency Stim, Deadshot II, Energy Bolt, Armor Phase
Perks: Energetic, Rechargeable Battery, Immune System
Damage dealt: 2,457
Damage taken: 222
Damage taken while guarding: 0
Healing performed: 200
Energy used: 941
XP gained: 3,217
Kills: 66
KOs: 0
Revives: 0
Decorations earned:
From the Beginning
Escalation
Initiate
Soldier
Tried and True
Until the End
Killer
Finally, let's mention the classes available to you.
Assault Gunner
Assault Gunners are our frontline combat units. Specializing in high damage output, they are a force to be reckoned with.
HP: =====-----
Attack: ======----
Healing: ===-------
Starting ability: Lock and Load [passive]
Shop items with two or more uses have one additional use.
Super ability: Bullet Storm
Unleash a barrage of bullets that hits all enemies for (ATK x 1.5) damage.
People get wounded in combat, and that's what the medics are for. Existing primarily to keep everyone in the fight, they're a valuable asset to any team.
HP: ====------
Attack: ====------
Healing: ======----
Starting ability: Critical Heal [passive]
Your healing actions have a 10% chance to be 50% more effective.
Super ability: Ubercharge
Temporarily grant a teammate invincibility.
Charge time: 120
Level 3: Medical Grenade
Emergency Healing <[Level 6]> Bleed Me Dry
Mutual Aid <[Level 9]> Life Steal
Level 12: Healing Field
Revive <[Level 15]> Sleep Dart
? <[Level 18]> ?
Level 21: ?
? <[Level 24]> ?
? <[Level 25]> ?
Sniper
Snipers serve as long range combat units. They are terrifyingly accurate, and very powerful as well.
HP: ===-------
Attack: ========--
Healing: ==--------
Starting ability: Crackshot [passive]
All of your attacks ignore 10 enemy evasion.
Super ability: Aimbot
Temporarily grant yourself perfect accuracy and a 25% increase to critical hit damage.
Charge time: 135
Level 3: Headshot
Piercing Shot <[Level 6]> Quickdraw
Trickshot <[Level 9]> Point Blank
Level 12: Eagle Eyes
Faceoff <[Level 15]> Clutch Shot
Fan Fire <[Level 18]> Skullcracker
Level 21: Deadly Crits
Firefly <[Level 24]> High Noon
Sharpshooter + Unshakable Focus <[Level 25]> Gunslinger + Sidearmed and Dangerous
Tank
Sometimes you just can't avoid an attack. When you need something to absorb an attack, no one will do better than a tank.
HP: =======---
Attack: ====------
Healing: ===-------
Starting ability: Guardian [passive]
Guarding a unit is now a free action.
Super ability: Damage Sponge
Drastically increase your damage resistance while also making enemies more likely to target you.
Specialists have achieved a higher level of expertise with the ACM, enabling them to push the limits of what it's capable of. They tend to make very good use of their powers.
HP: ====------
Attack: ====------
Healing: ==--------
Starting ability: Electric Burst [20 energy]
Fire a burst of electricity that deals (ATK x1.1) and has a 30% chance to galvanize the target.
Super ability: Power Surge
Temporarily reduce the cost of your abilities and gain the ability to perform two actions at once.
With all that covered, let's begin. Pick a class and join!
As you walk through the command center, you are called by Commander McKnight. You and your teammates approach him, greeting him with a sharp salute.
Bio: Yes, sir?
Commander McKnight: We've noticed something unusual. We recently sent out a squad to intercept a shipment of illegal cargo, but their signals just went dark. We're 100% sure, but I think it's pretty obvious what happened.
Bio: You think they've been ambushed and want us to investigate.
McKnight nods.
Bio: We're on it.
Prologue: Enemy at the Gates
Date: April 7th, 2031
Time: 12:31:45
Location: Portland, Maine
Mission objective: Investigate possible ambush of US soldiers
You arrive at the last known location of the missing soldiers, a shipment of illegal cargo being moved along the coast. You see no people around.
Bio: We should take a moment to form a plan in case there was an ambush.
I’m ready as an Assault Gunner. I also have some files on some items...
Shield (???$): Use to go into a defensive state until the start of your next turn. While defending, all damage that would be recieved from enemies that aren’t flanking you is absorbed by the shield. Maximum HP is equal to 75% of the group average.
Slimesling (???$): Launch a nearby unit in a direction, causing them to be forcibly moved 10 tiles in that direction, stopping at the first wall or obstruction in that direction for them, dealing damage to ALL units in the way, whilst also damaging the victim for each thing that they impact.
EFLN (???$): Throw to destroy ALL cover and structures in a small area of the destination.
Splash Potion of Healing (???$): Throw to heal ALL units in an area.
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[Avatar] A render of two of my OCs in a Minecraft format.
I probably should've mentioned this in the original post. If you've played Rise of the Coalition, you'll know there was a tile-based movement system with cover and flanking mechanics, similar to XCOM. This system is not in Retribution. Cover still exists, though, and it provides a reduction to incoming damage. I hope this doesn't sour anyone's opinion of the game.
I’m ready as an Assault Gunner. I also have some files on some items...
Shield (???$): Use to go into a defensive state until the start of your next turn. While defending, all damage that would be recieved from enemies that aren’t flanking you is absorbed by the shield. Maximum HP is equal to 75% of the group average.
Slimesling (???$): Launch a nearby unit in a direction, causing them to be forcibly moved 10 tiles in that direction, stopping at the first wall or obstruction in that direction for them, dealing damage to ALL units in the way, whilst also damaging the victim for each thing that they impact.
EFLN (???$): Throw to destroy ALL cover and structures in a small area of the destination.
Splash Potion of Healing (???$): Throw to heal ALL units in an area.
Glad to see you too, Miner! You become an assault gunner!
All items accepted, except for the Slimesling. Unfortunately, it doesn't really work without the movement system.
Jam joins the fight as a Sniper! I also brought some schematics from HQ with me.
Portable Cover ($???): Exactly what it sounds like, provides a mobile patch of cover.
Smoke Grenade ($???): Hampers enemy accuracy.
Welcome to the game! You join as a sniper!
Items accepted.
With a squad formed, you set off in search of the missing soldiers.
After a few moments of searching, you notice something out of the corner of your eye. You turn to look and see a soldier, clad in a uniform you've never seen before. He appears to be scouting the area. He quickly takes notice of the team.
Unidentified soldier: We've got another squad here, probably looking for the last one.
A few additional soldiers appear to support him.
Bio: Good. I've been eager to try this out.
Bio activates his Advanced Combat Module (ACM). It begins to glow a light blue and surge with electricity.
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target.
Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP. Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side.
Splash Potion of Healing [$90 | 1 use]: Throw to perform a minimum effectiveness heal to a primary target and both nearby targets. Smoke Grenade [$75 | 1 use]: Reduces an enemy's accuracy by 30.
Data Card [$100 | 1 use]: Potentially secures an enemy's data bank entry. EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it.
Tip: nearby units are the units above and below the original target on the enemies list.
Tip: Accuracy is an enemy's chance to hit you with an attack. 80 accuracy gives an 80% hit chance.
Tip: Evasion is a penalty to your chance to hit an enemy. 10 evasion gives -10 accuracy to incoming attacks.
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"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
I check my weapon's stats, get behind cover if I can, and do the first shot of the game. *PEW PEW POW POW!* The bullets pierce through one of the gunner's bodies, causing them to feel guts. Ow.
I also use the decoration Until the End as my title.
I fire at the feet of the Gunner to make a pattern in the dirt. He/she looks at me confused, before realizing that a supply drop is going to fall on their head as a result of the mark. They try to get out of the way, but it’s too late, and the drop crashes down on top of them.
Also, items:
Card Pack [???$, 1 use]: Gain 5 random cards, each with their own effects.
Portable Pitfall [???$, ? use(s)]: Use to put an enemy in stasis for 2 turns. They cannot attack or be directly targeted with an attack during this time. The stasis ends immediately if there are no other enemies to attack. Useless against bosses.
Creeper Spawn Egg [???$, ??? HP]: Throw to spawn a Creeper. It will explode on an enemy, damaging both the victim and the adjacent targets.
Random Bomb Generator [???$, ???]: Pick a number between 1 and ???. That many bombs will be thrown at non-KOed targets at random.
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[Avatar] A render of two of my OCs in a Minecraft format.
"Oh boy, look at these fancy abilities! I'm basically some sort of cyber-mage, right? I'm going with that."
I use my Electric Burst on the highest-health Gunner, and by that I mean I throw several tasers at him to the exact same effect as shooting a blast of electricity.
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If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
I very carefully place a bottle on the head of the least injured gunner, retreat to a safe distance, and line up my shot. After a moment of aim, I shoot him in the knee, causing the bottle to fall off of his head and shatter.
I check my weapon's stats, get behind cover if I can, and do the first shot of the game. *PEW PEW POW POW!* The bullets pierce through one of the gunner's bodies, causing them to feel guts. Ow.
I also use the decoration Until the End as my title.
I fire at the feet of the Gunner to make a pattern in the dirt. He/she looks at me confused, before realizing that a supply drop is going to fall on their head as a result of the mark. They try to get out of the way, but it’s too late, and the drop crashes down on top of them.
Also, items:
Card Pack [???$, 1 use]: Gain 5 random cards, each with their own effects.
Portable Pitfall [???$, ? use(s)]: Use to put an enemy in stasis for 2 turns. They cannot attack or be directly targeted with an attack during this time. The stasis ends immediately if there are no other enemies to attack. Useless against bosses.
Creeper Spawn Egg [???$, ??? HP]: Throw to spawn a Creeper. It will explode on an enemy, damaging both the victim and the adjacent targets.
Random Bomb Generator [???$, ???]: Pick a number between 1 and ???. That many bombs will be thrown at non-KOed targets at random.
"Oh boy, look at these fancy abilities! I'm basically some sort of cyber-mage, right? I'm going with that."
I use my Electric Burst on the highest-health Gunner, and by that I mean I throw several tasers at him to the exact same effect as shooting a blast of electricity.
You fire an electric burst at a gunner, dealing 4 damage. +2 XP.
I very carefully place a bottle on the head of the least injured gunner, retreat to a safe distance, and line up my shot. After a moment of aim, I shoot him in the knee, causing the bottle to fall off of his head and shatter.
I shoot the lowest-health enemy with my machine pistol, and equip the title/emblem "Alien Hunter". 'Cause I hunt aliens.
"It's like a machine gun, but...smaller. Bite-sized!"
You attack the weakest gunner, finishing him off! +12 XP! He drops 91 materials!
My action: I change my title and emblem, then attempt to dismember a gunner with an old potato peeler. It doesn't work out very well, but I still deal 5 damage.
==[Enemy turn]==
One gunner fires at Miner, dealing 10 damage.
The second gunner fires at Bacon for 10 damage.
The third gunner fires at Fear and deals 10 damage.
Bacon + Gold + Jam + Miner [Machine Pistol] Gunner
Players:
BioShock_Rules, the Omega [Specialist, Level 1] [XP: 3/100]
Flamethrower [$100 | 4 uses]: Deals (ATK x 1.25) as fire damage, and has a 30% chance to ignite the target. Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets.
Shield [$125 | Variable HP]: Assume a defensive stance at the start of the next turn. While defending, all incoming damage is absorbed by the shield. HP is 75% of the team's average HP. Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side.
Splash Potion of Healing [$90 | 1 use]: Throw to perform a minimum effectiveness heal to a primary target and both nearby targets. Smoke Grenade [$75 | 1 use]: Reduces an enemy's accuracy by 30.
Data Card [$100 | 1 use]: Potentially secures an enemy's data bank entry. EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it. Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects. Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive. Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies.
From this point on, I'm going to show enemy damage resistances on their display. However, they'll be unknown until you secure their data bank entry.
Tip: once you finish the prologue, you'll be able to use materials to craft new weapons and armor.
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"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Materials! OUR OWN WEAPON CRAFTING? NICCCCCCE. I GLORY KILL the nearest guy like Sephiroth stabbed Aerith! Also, how Jin stabbed Re- APPP. Spoileeeeers...
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His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
In 2030, a mere two years after the Cordis Die war, an ill-advised experiment led to the Digital Warfare incident, in which characters from various video games broke through to the real world, spreading panic and destruction across the world. This incident was resolved in a dramatic offscreen battle by the Outpost Defenders, an elite squad of soldiers responsible for ending the Cordis Die war. The Outpost Defenders were once again hailed as heroes for saving the world from certain annihilation for the third time in a few years. They chose to remain at the ready, prepared for whatever increasingly absurd, world-threatening army/eldritch abomination manifested itself.
The year is now 2031, and a new threat has arisen.
Now that the plot's set up, let's talk about the fundamentals of gameplay.
HP and damage: Let's be honest, you probably know what this is. Every unit in the game has an HP value, which represents how much damage they can take. Damage is dealt by attacks, abilities, or items. Damage drains a target's HP. If an enemy or ally hits 0 HP, they die. If a player's HP hits 0, they get KO'd. Players have the option of dividing their damage among up to three targets at once, which will distribute the damage evenly among the targets.
Damage types: There are eight types of damage:
physical,
fire,
ice,
electric,
explosive,
toxic,
arcane, and
pure. Every unit has some form of resistance to all of these damage types, except for pure. Enemy attacks always deal one of these damage types. By default, players' attacks deal physical damage, but you can influence this damage type by going into more detail with your attacks. Some weapons and abilities deal a guaranteed damage type. Pure damage is unique in that it cannot be dealt by normal means; only specific abilities and a unique weapon inflict pure damage, which ignores enemy defenses and armor.
KO'd: Players are knocked out when they lose all their HP. KO'd players can't do anything until a player revives them with an item or ability, or if the wave is cleared.
Waves: Missions play out in waves. Complete a wave by killing all of the enemies or fulfilling another objective. Completing waves awards players with XP, money, and some HP restoration.
Levels and XP: Players gain XP by performing significant actions. Gain enough XP to level up. After leveling up, you can upgrade your stats, which include HP and healing, and your attack stat. Every few levels, you can unlock a new ability. The level cap is 25.
Healing and attack stats: Your healing and attack stats influence the effectiveness of your healing and attacks. They serve as the minimum effectiveness of their respective actions (so 10 ATK means your minimum attack damage is 10). There is an upper limit of effectiveness for each action, which is 10 times that stat (so 10 ATK means your max attack damage is 100). You can increase these stats by equipping certain pieces of gear and leveling up.
Money, the shop, and items: Players gain money through various means as the game progresses. Money is shared between the whole team. Money can be used to buy items in the shop. Items can have a wide variety of effects, ranging from offensive boosts to powerful defenses. Players can carry up to four items at a time, and there is no limit to money. The shop is divided into four item categories: offensive, defensive, support, and utility.
Researching items: At any time, players can research a new item to be added to the shop. This item will be made available for purchase if it's accepted. Keep your items balanced, and they'll usually be accepted.
Weapons and armor: Throughout the game, players will find new weapons and pieces of armor. These can be equipped to gain stat bonuses and additional perks. Gear comes in five tiers of rarity: common, uncommon, rare, legendary, and mythical. Gear of any rarity can be crafted at the shop, in exchange for materials. Materials drop randomly from enemies and can be found in missions.
Abilities: Players gain new abilities as they level up. Abilities can be either active or passive. Passive abilities always take effect. Active abilities cost energy, which recharges on its own. If you don't have enough energy, you can't use active abilities.
Super abilities: Each class has its own super. They charge as you gain XP. They're much stronger than normal abilities, and can potentially turn the tide of combat.
Now let's discuss some more overarching goals for the game.
The data bank:
The shop always sells data cards. Use these data cards on enemies to attempt to secure their data bank entry, which will give some valuable information on them. The card's chance of success depends on the enemy's HP; lower HP equals a higher chance of success. Obtaining data bank entry grants a significant XP boost to all players.
The Talon gunners are the most basic enemy type around. They shoot, and they don't do much else. Alone, they're hardly a threat, but they can be brutal in large numbers. Higher ranking gunners may also have access to grenades.
>Base stats: 30 HP, 10 damage, 80 accuracy, 0 evasion
Resistances: 0 physical, 0 fire, 0 ice, 0 electric, 0 explosive, 0 toxic, 0 arcane
Stat gain per level: +3 HP, +1 damage, +.5 accuracy, +.5 evasion
>Elite stats: 50 HP, 25 armor, 15 damage, 85 accuracy, 5 evasion
Elite resistances: 5 physical, 0 fire, 0 ice, 0 electric, 0 explosive, 0 toxic, 0 arcane
Elite stat gain per level: +4 HP, +1 armor, +2 damage, +.5 accuracy, +.5 evasion
>Master stats: 300 HP, 75 armor, 50 damage, 95 accuracy, 10 evasion
Master resistances: 10 physical, 0 fire, 0 ice, 0 electric, 10 explosive, 0, toxic, 0 arcane
==[Sniper]==
The Talons' snipers are remarkably well trained. Their aim is incredible, and their weapons are extremely powerful. However, they aren't very durable, so a little bit of concentrated fire can put them down.
>Base stats: 20 HP, 20 damage, 90 accuracy, -5 evasion
Resistances: 0 physical, 0 fire, 0 ice, 0 electric, 0 explosive, 0 toxic, 0 arcane
Stat gain per level: +1 HP, +2 damage, +.5 accuracy, +.25 evasion
>Elite stats: 35 HP, 30 damage, 95 accuracy, 0 evasion
Elite resistances: 0 physical, 0 fire, 0 ice, 0 electric, 0 explosive, 0 toxic, 0 arcane
Elite stat gain per level: +2 HP, +3 damage, +1 accuracy, +.5 evasion
>Master stats: 150 HP, 75 damage, 100 accuracy, 5 evasion
Master resistances: 0 physical, 0 fire, 0 ice, 0 electric, 0 explosive, 0 toxic, 0 arcane
==[Grenadier]==
Serving as the Talons' explosives experts, the grenadiers are masters at crowd control. Most of their attacks are capable of hitting multiple targets, and they're fairly resistant to explosives themselves.
>Base stats: 35 HP, 15 damage, 75 accuracy, 0 evasion
Resistances: 0 physical, 5 fire, 0 ice, 0 electric, 10 explosive, 0 toxic, 0 arcane
Stat gain per level: +2 HP, +2 damage, +.5 accuracy, +.5 evasion
>Elite stats: 50 HP, 20 armor, 20 damage, 80 accuracy, 0 evasion
Elite resistances: 0 physical, 10 fire, 0 ice, 0 electric, 20 explosive, 0 toxic, 0 arcane
Elite stat gain per level: +3 HP, +1 armor, +3 damage, +.5 accuracy, +.5 evasion
>Master stats: 250 HP, 75 armor, 40 damage, 80 accuracy, 0 evasion
Master resistances: 0 physical, 15 fire, 0 ice, 0 electric, 30 explosive, 0 toxic, 0 arcane
==[Assassin]==
The Talons' assassins have received extensive stealth training. Not only are they oddly hard to hit, but some may even go unnoticed until they've already attacked. Be on your guard if they're in the area.
>Base stats: 30 HP, 20 damage, 85 accuracy, 15 evasion
Resistances: 0 physical, 0 fire, 0 ice, 0 electric, -10 explosive, 0 toxic, 0 arcane
Stat gain per level: +1 HP, +2 damage, +.5 accuracy, +.75 evasion
>Elite stats: 50 HP, 30 damage, 90 accuracy, 20 evasion
Elite resistances: 0 physical, 0 fire, 0 ice, 5 electric, -5 explosive, 0 toxic, 0 arcane
Elite stat gain per level: +1 HP, +3 damage, +.5 accuracy, +.75 evasion
>Master stats: 125 HP, 65 damage, 95 accuracy, 35 evasion
Master resistances: 0 physical, 0 fire, 0 ice, 10 electric, 0 explosive, 0 toxic, 0 arcane
==[Juggernaut]==
Heavily armored and well equipped, the juggernauts are unmatched in their ability to absorb damage. With their high-impact shotguns, that can easily become a major threat unless focused down.
>Base stats: 50 HP, 20 armor, 12 damage, 80 accuracy, 0 evasion
Resistances: 10 physical, 0 fire, 5 ice, 5 electric, 0 explosive, 0 toxic, 0 arcane
Stat gain per level: +4 HP, +1 armor, +1 damage, +.5 accuracy, +.25 evasion
>Elite stats: 80 HP, 40 armor, 15 damage, 85 accuracy, 0 evasion
Elite resistances: 15 physical, 0 fire, 10 ice, 10 electric, 0 explosive, 0 toxic, 0 arcane
Elite stat gain per level: +5 HP, +2 armor, +2 damage, +.5 accuracy, +.25 evasion
>Master stats: 450 HP, 125 armor, 35 damage, 90 accuracy, 0 evasion
Master resistances: 25 physical, 0 fire, 12 ice, 12 electric, 0 explosive, 0 toxic, 0 arcane
==[Medic]==
The medics are one of the few Talon soldiers that don't attack. Instead, they rapidly heal their wounded allies, enabling them to continue fighting. Even one medic can make combat go on much longer if left unchecked.
>Base stats: 40 HP, 20 healing, ∞ accuracy, 5 evasion
Resistances: 0 physical, 0 fire, 0 ice, 0 electric, 0 explosive, 10 toxic, 0 arcane
Stat gain per level: +1 HP, +2 healing, +.25 evasion
>Elite stats: 50 HP, 30 healing, ∞ accuracy, 8 evasion
Elite resistances: 0 physical, 5 fire, 5 ice, 5 electric, 0 explosive, 15 toxic, 0 arcane
Elite stat gain per level: +1 HP, +2 healing, +.25 evasion
>Master stats: 150 HP, 90 healing, ∞ accuracy, 10 evasion
Master resistances: 0 physical, 10 fire, 10 ice, 10 electric, 0 explosive, 25 toxic, 0 arcane
==[Specialist]==
Specialists are an interesting type of enemy. Their attacks are not very dangerous on their own. Rather, their strength lies in the random effects that accompany their attacks, such as poison or burning. Use caution when dealing with specialists.
>Base stats: 35 HP, 10 armor, 5 damage, 85 accuracy, 5 evasion
Resistances: 5 physical, 10 fire, 10 ice, 10 electric, 5 explosive, 5 toxic, 20 arcane
Stat gain per level: +1.5 HP, +1 armor, +.5 accuracy, +.5 evasion
>Elite stats: 50 HP, 20 armor, 10 damage, 90 accuracy, 10 evasion
Elite resistances: 10 physical, 15 fire, 15 ice, 15 electric, 10 explosive, 10 toxic, 30 arcane
Elite stat gain per level: +2 HP, +2 armor, +.5 accuracy, +.5 evasion
>Master stats: 140 HP, 50 armor, 15 damage, 100 accuracy, 12 evasion
Master resistances: 15 physical, 20 fire, 20 ice, 20 electric, 15 explosive, 15 toxic, 50 arcane
==[Attack Helicopter]==
The Talons have an impressive amount of air support. Their attack helicopters are just that: helicopters that fly around the battlefield, bombarding anything beneath them. They're fairly durable, so they are not to be taken lightly.
>Base stats: 70 HP, 20 armor, 20 damage, 75 accuracy, 10 evasion
Resistances: 10 physical, 5 fire, 5 ice, 5 electric, -10 explosive, 30 toxic, 0 arcane
Stat gain per level: +2 HP, +1 armor, +1 damage, +1 accuracy, +.5 evasion
>Elite stats: 100 HP, 30 armor, 30 damage, 80 accuracy, 15 evasion
Elite resistances: 20 physical, 10 fire, 10 ice, 10 electric, -10 explosive, 40 toxic, 0 arcane
Elite stat gain per level: +3 HP, +2 armor, +1 damage, +1 accuracy, +.5 evasion
>Master stats: 350 HP, 75 armor, 60 damage, 90 accuracy, 20 evasion
Master resistances: 25 physical, 15 fire, 15 ice, 15 electric, -5 explosive, 50 toxic, 0 arcane
==[Technician]==
The Talons' technicians aren't very dangerous, but they are exceptionally annoying. They use electrically charged ammunition, allowing them to deal significant damage to electronic units, as well as drain your energy reserves.
>Base stats: 45 HP, 10 damage, 75 accuracy, 5 evasion
Resistances: 0 physical, 5 fire, 5 ice, 20 electric, 0 explosive, 0 toxic, 0 arcane
Stat gain per level: +1 HP, +1 damage, +1 accuracy, +.5 evasion
>Elite stats: 85 HP, 10 armor, 15 damage, 85 accuracy, 10 evasion
Elite resistances: 0 physical, 10 fire, 10 ice, 35 electric, 0 explosive, 0 toxic, 0 arcane
Elite stat gain per level: +1.5 HP, +1 armor, +1 damage, +1 accuracy, +.5 evasion
>Master stats: 250 HP, 50 armor, 25 damage, 90 accuracy, 15 evasion
Master resistances: 5 physical, 15 fire, 15 ice, 50 electric, 0 explosive, 0 toxic, 0 arcane
==[Destroyer]==
The destroyers are capable of dealing incredible amounts of damage at once, thanks to their targeted airstrike. Additionally, they can set up to three targets at once with their airstrike. Be careful around them.
>Base stats: 100 HP, 25 armor, 20 damage, 75 accuracy, 0 evasion
Resistances: 5 physical, 5 fire, 5 ice, 5 electric, 5 explosive, 5 toxic, 5 arcane
Stat gain per level: +2 HP, +2 armor, +1 damage, +1 accuracy, +.25 evasion
>Elite stats: 140 HP, 40 armor, 30 damage, 80 accuracy, 0 evasion
Elite resistances: 7 physical, 7 fire, 7 ice, 7 electric, 7 explosive, 7 toxic, 7 arcane
Elite stat gain per level: +3 HP, +2 armor, +1 damage, +1 accuracy, +.25 evasion
>Master stats: 300 HP, 90 armor, 40 damage, 85 accuracy, 0 evasion
Master resistances: 10 physical, 10 fire, 10 ice, 10 electric, 10 explosive, 10 toxic, 10 arcane
==[Incinerator]==
The incinerators display an unhealthy interest in fire. They attack with a flamethrower that allows them to light their targets on fire, while rapidly burning through their armor. Their own armor also gives them significant resistance to fire.
>Base stats: 60 HP, 20 damage, 80 accuracy, 0 evasion
Resistances: 0 physical, 40 fire, 25 ice, 0 electric, 5 explosive, 0 toxic, 0 arcane
Stat gain per level: +1 HP, +1 damage, +1 accuracy, +.5 evasion
>Elite stats: 100 HP, 15 armor, 25 damage, 90 accuracy, 0 evasion
Elite resistances: 0 physical, 50 fire, 30 ice, 0 electric, 10 explosive, 0 toxic, 0 arcane
Elite stat gain per level: +1.5 HP, +1 armor, +1.5 damage, +1 accuracy, +.5 evasion
>Master stats: 225 HP, 50 armor, 40 damage, 100 accuracy, 0 evasion
Master resistances: 5 physical, 65 fire, 40 ice, 0 electric, 10 explosive, 0 toxic, 0 arcane
==[Assault Drone]==
Assault drones are remote controlled, ground-based vehicles equipped with a powerful gun. They don't do much besides shoot, but they're fairly durable. Additionally, their weapon is equipped with armor-piercing rounds.
>Base stats: 90 HP, 30 armor, 25 damage, 75 accuracy, 0 evasion
Resistances: 10 physical, 5 fire, 5 ice, -5 electric, 5 explosive, 15 toxic, 0 arcane
Stat gain per level: +1.5 HP, +1 armor, +1 damage, +1 accuracy, +.25 evasion
>Elite stats: 130 HP, 45 armor, 35 damage, 80 accuracy, 0 evasion
Elite resistances: 15 physical, 10 fire, 10 ice, -5 electric, 5 explosive, 25 toxic, 0 arcane
Elite stat gain per level: +2 HP, +1 armor, +1 damage, +1 accuracy, +.25 evasion
>Master stats: 350 HP, 60 armor, 50 damage, 90 accuracy, 0 evasion
Master resistances: 15 physical, 10 fire, 10 ice, 0 electric, 10 explosive, 30 toxic, 0 arcane
==[Transport ship]==
Transport ships have no weapons of their own. Instead, they're heavily armored troop carriers. They fly into the battlefield, drop off a few enemies, and depart, only to return with more enemies. Destroy them quickly.
>Base stats: 150 HP, 50 armor, 3 enemies
Resistances: 10 physical, 0 fire, 10 ice, 10 electric, -10 explosive, 15 toxic, 0 arcane
>Elite stats: 200 HP, 75 armor, 4 enemies
Elite resistances: 15 physical, 0 fire, 10 ice, 10 electric, -10 explosive, 20 toxic, 0 arcane
>Master stats: 300 HP, 100 armor, 5 enemies
Master resistances: 20 physical, 0 fire, 15 ice, 15 electric, -5 explosive, 25 toxic, 0 arcane
==[Chemical specialist]==
The Talons' chemical specialists can be considered walking war crimes. They attack with a pump that sprays toxic gases, allowing them to bypass armor and poison whatever they hit. Their gas is surprisingly potent, so be on your guard.
>Base stats: 45 HP, 30 armor, 20 damage, 75 accuracy, 0 evasion
Resistances: 0 physical, 5 fire, 5 ice, 0 electric, 0 explosive, 30 toxic, 0 arcane
Stat gain per level: +1 HP, +.5 armor, +.5 damage, +1 accuracy, +.25 evasion
>Elite stats: 60 HP, 50 armor, 25 damage, 80 accuracy, 0 evasion
Elite resistances: 0 physical, 10 fire, 10 ice, 0 electric, 0 explosive, 45 toxic, 0 arcane
Elite stat gain per level: +2 HP, +1 armor, +1 damage, +1 accuracy, +.25 evasion
>Master stats: 140 HP, 100 armor, 35 damage, 85 accuracy, 5 evasion
Master resistances: 5 physical, 15 fire, 15 ice, 0 electric, 0 explosive, 60 toxic, 0 arcane
==[Suppression drone]==
Suppression drones are equipped with a grenade launcher loaded with stun grenades. They deal no damage on their own, but can effectively neutralize their targets, allowing their allies to kill them easily.
>Base stats: 50 HP, 0 damage, 80 accuracy, 0 evasion
Resistances: 5 physical, 0 fire, 0 ice, -10 electric, 5 explosive, 15 toxic, 0 arcane
Stat gain per level: +1 HP, +1 accuracy, +.5 evasion
>Elite stats: 75 HP, 0 damage, 90 accuracy, 0 evasion
Elite resistances: 10 physical, 0 fire, 0 ice, -10 electric, 10 explosive, 25 toxic, 0 arcane
Elite stat gain per level: +2 HP, +1 accuracy, +.75 evasion
>Master stats: 200 HP, 30 armor, 0 damage, 100 accuracy, 5 evasion
Master resistances: 10 physical, 5 fire, 5 ice, -5 electric, 10 explosive, 30 toxic, 0 arcane
==[Saboteur]==
The saboteurs aren't very dangerous on their own, but they can be potentially crippling. They can disable your ability to use items or shut down robotic allies, rendering them useless for the duration of the shutdown.
>Base stats: 60 HP, 0 damage, 100 accuracy, 5 evasion
Resistances: 0 physical, 5 fire, 5 ice, 15 electric, 0 explosive, 0 toxic, 0 arcane
Stat gain per level: +1 HP, +.5 damage, +1 accuracy, +.5 evasion
>Elite stats: 80 HP, 5 damage, 100 accuracy, 10 evasion
Elite resistances: 0 physical, 10 fire, 10 ice, 25 electric, 0 explosive, 0 toxic, 0 arcane
Elite stat gain per level: +2 HP, +.75 damage, +1 accuracy, +.5 evasion
>Master stats: 175 HP, 10 damage, 100 accuracy, 15 evasion
Master resistances: 5 physical, 15 fire, 15 ice, 40 electric, 0 explosive, 0 toxic, 0 arcane
==[Executioner]==
The Talons' executioners are capable of incredible damage output. They have to spend a turn charging their weapon before firing it, but the shot itself deals massive damage. Executioners also wear heavy armor to ensure they survive the charging process.
>Base stats: 125 HP, 30 armor, 60 damage, 90 accuracy, 0 evasion
Resistances: 5 physical, 5 fire, 5 ice, 5 electric, 5 explosive, 5 toxic, 5 arcane
Stat gain per level: +1 HP, +1 armor, +1.5 damage, +.5 accuracy, +.5 evasion
>Elite stats: 160 HP, 50 armor, 80 damage, 95 accuracy, 0 evasion
Elite resistances: 10 physical, 5 fire, 5 ice, 5 electric, 5 explosive, 5 toxic, 5 arcane
Elite stat gain per level: +2 HP, +1 armor, +1.5 damage, +.5 accuracy, +.5 evasion
>Master stats: 300 HP, 100 armor, 100 damage, 100 accuracy, 0 evasion
Master resistances: 10 physical, 5 fire, 5 ice, 5 electric, 5 explosive, 5 toxic, 5 arcane
==[Major]==
The Talons' higher ranking troops have started to join the front lines. The majors are very powerful on their own, but they're also capable of passively strengthening the units around them in various ways. They can singlehandedly make a small squad a serious threat.
>Base stats: 160 HP, 40 armor, 40 damage, 85 accuracy, 5 evasion
Resistances: 10 physical, 5 fire, 5 ice, 5 electric, 5 explosive, 5 toxic, 5 arcane
Stat gain per level: +2 HP, +1 armor, +1 damage, +1 accuracy, +.5 evasion
>Elite stats: 225 HP, 75 armor, 60 damage, 90 accuracy, 10 evasion
Elite resistances: 15 physical, 10 fire, 10 ice, 10 electric, 10 explosive, 10 toxic, 5 arcane
Elite stat gain per level: +2.5 HP, +1.5 armor, +1.5 damage, +1 accuracy, +.5 evasion
>Master stats: 350 HP, 100 armor, 70 damage, 95 accuracy, 12 evasion
Master resistances: 15 physical, 10 fire, 10 ice, 10 electric, 10 explosive, 10 toxic, 10 arcane
==[Gunship]==
Gunships are essentially helicopters, but with better guns. Their guns deal high damage, and they can fire them twice, allowing them to attack two targets at once. Their armor has also been heavily reinforced.
>Base stats: 75 HP, 30 armor, 40 damage, 70 accuracy, 15 evasion
Resistances: 5 physical, 5 fire, 5 ice, 5 electric, -5 explosive, 15 toxic, 0 arcane
Stat gain per level: +3 HP, +1 armor, +1 damage, +.5 accuracy, +.5 evasion
>Elite stats: 100 HP, 50 armor, 50 damage, 75 accuracy, 20 evasion
Elite resistances: 5 physical, 5 fire, 5 ice, 5 electric, 0 explosive, 25 toxic, 0 arcane
Elite stat gain per level: +3 HP, +1 armor, +2 damage, +1 accuracy, +.75 evasion
>Master stats: 240 HP, 100 armor, 60 damage, 80 accuracy, 25 evasion
Master resistances: 10 physical, 10 fire, 10 ice, 10 electric, 0 explosive, 30 toxic, 0 arcane
==[Necromancer]==
The Talons' necromancers seem to have access to some form of dark magic. They're capable of reanimating the dead, and will do so until the necromancer is killed. If the necromancer dies, the enemies they resurrected will also die.
>Base stats: 60 HP, 15 damage, 80 accuracy, 0 evasion
Resistances: 0 physical, 5 fire, 5 ice, 5 electric, 0 explosive, 0 toxic, 15 arcane
Stat gain per level: +1 HP, +1 damage, +.5 accuracy, +.5 evasion
>Elite stats: 90 HP, 25 damage, 90 accuracy, 5 evasion
Elite resistances: 0 physical, 10 fire, 10 ice, 10 electric, 0 explosive, 5 toxic, 30 arcane
Elite stat gain per level: +1.25 HP, +1 damage, +1 accuracy, +.5 evasion
>Master stats: 200 HP, 35 damage, 100 accuracy, 10 evasion
Master resistances: 5 physical, 15 fire, 15 ice, 15 electric, 0 explosive, 10 toxic, 45 arcane
==[Battle Drone]==
The Talons' battle drones are heavily armored drones equipped with a flamethrower. They can quickly deal significant amounts of damage, while burning through armor with little effort. They're also fairly durable, so watch out.
>Base stats: 85 HP, 30 armor, 30 damage, 75 accuracy, 0 evasion
Resistances: 10 physical, 10 fire, 10 ice, -5 electric, 10 explosive, 25 toxic, 10 arcane
Stat gain per level: +1.5 HP, +1 armor, +1 damage, +1 accuracy, +.25 evasion
>Elite stats: 120 HP, 45 armor, 40 damage, 80 accuracy, 0 evasion
Elite resistances: 20 physical, 10 fire, 10 ice, 0 electric, 15 explosive, 40 toxic, 10 arcane
Elite stat gain per level: +2 HP, +1.5 damage, +1 accuracy, +.25 evasion
>Master stats: 325 HP, 80 armor, 55 damage, 85 accuracy, 0 evasion
Master resistances: 25 physical, 15 fire, 15 ice, 0 electric, 20 explosive, 50 toxic, 15 arcane
==[Supporter]==
The Talons' support units exist solely to make their allies stronger. They rarely attack, opting to instead supply their allies with armor packs and items. They possess these in seemingly endless supply, so target them first.
>Base stats: 75 HP, 10 damage, 65 accuracy, 5 evasion
Resistances: 5 physical, 5 fire, 5 ice, 5 electric, 5 explosive, 5 toxic, 5 arcane
Stat gain per level: +1 HP, +.5 damage, +.5 accuracy, +.25 evasion
>Elite stats: 100 HP, 15 damage, 70 accuracy, 10 evasion
Elite resistances: 7 physical, 7 fire, 7 ice, 7 electric, 7 explosive, 7 toxic, 7 arcane
Elite stat gain per level: +2 HP, +.5 damage, +.5 accuracy, +.5 evasion
>Master stats: 175 HP, 40 armor, 20 damage, 75 accuracy, 15 evasion
Master resistances: 10 physical, 10 fire, 10 ice, 10 electric, 10 explosive, 10 toxic, 10 arcane
==[Stalker]==
The stalkers serve at the Talons' advanced stealth units. Fittingly enough, they attack with the long, sharp talons affixed to their gloves, which can allow them to inflict bleeding. They enter the battlefield cloaked, so they can potentially stay hidden until they attack.
>Base stats: 50 HP, 40 damage, 95 accuracy, 10 evasion
Resistances: 0 physical, 0 fire, 0 ice, 0 electric, 0 explosive, 5 toxic, 10 arcane
Stat gain per level: +1 HP, +1.25 damage, +1 accuracy, +.5 evasion
>Elite stats: 70 HP, 55 damage, 100 accuracy, 15 evasion
Elite resistances: 0 physical, 0 fire, 0 ice, 0 electric, 0 explosive, 10 toxic, 15 arcane
Elite stat gain per level: +1 HP, +1.5 damage, +1 accuracy, +.75 evasion
>Master stats: 160 HP, 90 damage, 110 accuracy, 25 evasion
Master resistances: 0 physical, 0 fire, 0 ice, 0 electric, 0 explosive, 15 toxic, 25 arcane
==[Battle Tank]==
Where the Talons get their seemingly endless supply of vehicles, we'll never know. Their battle tanks in particular are quite devastating. They're heavily armored and come equipped with a big gun that deals massive damage over a large area, allowing them to lay waste to the battlefield. Fortunately, however, they need to reload after every shot.
>Base stats: 200 HP, 65 armor, 75 damage, 65 accuracy, -5 evasion
Resistances: 10 physical, 10 fire, 10 ice, 10 electric, 25 explosive, 10 toxic, 0 arcane
Stat gain per level: +2 HP, +1 armor, +1.5 damage, +.5 accuracy, +.1 evasion
>Elite stats: 275 HP, 100 armor, 90 damage, 65 accuracy, -5 evasion
Elite resistances: 15 physical, 15 fire, 15 ice, 15 electric, 40 explosive, 15 toxic, 0 arcane
Elite stat gain per level: +3 HP, +1 armor, +1.5 damage, +.5 accuracy, +.1 evasion
>Master stats: 400 HP, 150 armor, 110 damage, 70 accuracy, -5 evasion
Master resistances: 20 physical, 15 fire, 15 ice, 15 electric, 50 explosive, 15 toxic, 0 arcane
==[Titan]==
The titans are essentially super juggernauts. They have absurd amounts of protection, with similarly strong weapons. They are nearly unstoppable, so focusing fire on them is recommended.
>Base stats: 160 HP, 40 armor, 40 damage, 70 accuracy, 0 evasion
Resistances: 15 physical, 10 fire, 10 ice, 10 electric, 5 explosive, 10 toxic, 5 arcane
Stat gain per level: +5 HP, +1 armor, +1 damage, +.25 accuracy, +.1 evasion
>Elite stats: 200 HP, 60 armor, 50 damage, 75 accuracy, 0 evasion
Elite resistances: 25 physical, 15 fire, 15 ice, 15 electric, 10 explosive, 15 toxic, 10 arcane
Elite stat gain per level: +6 HP, +1.5 armor, +1 damage, +.25 accuracy, +.1 evasion
>Master stats: 500 HP, 200 armor, 50 damage, 80 accuracy, 0 evasion
Master resistances: 30 physical, 20 fire, 20 ice, 20 electric, 10 explosive, 20 toxic, 10 arcane
Frag Grenade [active]
Throw a grenade that deals damage to a primary target, and reduced damage to two nearby targets.
Tier 1: 20 damage to primary target, 15 damage to secondary targets, 1 use
Tier 2: 25 damage to primary target, 20 damage to secondary targets, 1 use
Tier 3: 30 damage to primary target, 25 damage to secondary targets, 2 uses
Light 'em Up [passive]
Allows you to take two shots in one turn.
Suppression [active]
Suppress a target, reducing their accuracy by 30 and firing at them if they take an action.
Unlocked at level 10
Oil Grenade [active]
Cover a target in oil. Targets covered in oil are slowed down, suffer -30 fire resistance, and will be lit on fire upon taking any fire damage. 2 uses.
Unlocked at level 20
==[Sniper]==
Deadeye [passive]
You have a higher chance to critically hit.
Tier 1: 10% critical hit chance
Tier 2: 15% critical hit chance
Double Tap [active]
Fire two shots at the same target, each with -10 accuracy. 3 uses.
Incapacitate [active]
A crippling shot that deals 25% less damage but makes attacks directed at the target guaranteed to hit. 2 turn cooldown.
Unlocked at level 10
Precision Shot [active]
A precise attack that has +15 accuracy, +10% crit chance, and pierces armor. 1 turn cooldown.
Unlocked at level 20
==[Grenadier]==
Explosive Payload [passive]
Your attacks deal a small amount of damage to enemies near the primary target.
Tier 1: 25% splash damage
Tier 2: 50% splash damage
Flashbang [active]
Throw a flashbang that reduces a single enemy's accuracy.
Tier 1: -15 accuracy for 2 turns, 1 use
Tier 2: -25 accuracy for 2 turns, 1 use
Armor Shredder [passive]
Your attacks deal 30% more damage to armor.
Unlocked at level 10
Shellshock [passive]
Your attacks have a 30% chance to disorient your primary target.
Unlocked at level 20
==[Assassin]==
Sharpened Blade [passive]
Your attacks have a chance to inflict bleeding.
Tier 1: 20% chance for 10 damage every turn for 2 turns
Tier 2: 20% chance for 15 damage every turn for 2 turns
Tier 3: 25% chance for 20 damage every turn for 3 turns
Shadestep [active]
Perform a quick evasive maneuver that makes you immune to the next attack directed at you. 2 uses.
Critical Strike [active]
Perform an attack that is guaranteed to critically hit. 2 uses.
Unlocked at level 10
Sawtooth Knife [active]
Perform an attack that deals 20% more damage and deals pure damage, allowing it to ignore armor and damage resistance. 3 uses.
Unlocked at level 20
==[Juggernaut]==
Fortify [active]
Temporarily increase your resistance to damage.
Tier 1: +10 to all defenses for 2 turns, 3 uses
Tier 2: +15 to all defenses for 2 turns, 3 uses
Tier 3: +20 to all defenses for 3 turns, 3 uses
Sealed Armor [passive]
You are immune to several status effects, including burning, freezing, and poison.
Distract [active]
Gain +30 to all resistances for 1 turn, but force all player attacks to hit you. 3 uses.
Unlocked at level 10
Defend [active]
Assume a defensive posture, gaining +10 to all defenses for 2 turns along with an additional 50 armor. 2 uses.
Unlocked at level 20
==[Medic]==
Regenerating [passive]
You passively regenerate health.
Tier 1: +10 health every turn
Tier 2: +15 health every turn
Tier 3: +20 health every turn
Healing Presence [passive]
All of your allies passively regenerate 5% of their HP every turn while you're alive.
Medical Grenade [active]
Perform a healing action that affects a primary target and two secondary targets. 3 uses.
Unlocked at level 10
Healing Field [active]
Deploy a medicating field around up to four targets that heals them continuously. 2 uses.
Unlocked at level 20
==[Specialist]==
Specialized Ammo
Your attacks inflict random status effects, including bleeding, poison, burning, corrosion, stun, weakening, shattered defenses, or silenced.
Tier 1: Tier 1 effects, where applicable
Tier 2: Tier 2 effects, where applicable
Tier 3: Tier 3 effects, where applicable
Adaptive Armor [passive]
Taking damage grants you +15 resistance to whatever type of damage you took for 2 turns.
Immunity [passive]
You are immune to negative status effects.
Unlocked at level 10
Virulent [passive]
Your inflicted status effects can spread to nearby targets.
Unlocked at level 20
==[Attack Helicopter]==
Airborne [passive]
You are harder to hit with physical attacks, but are vulnerable to lock-on missiles.
Missile Barrage [active]
Launch a bombardment of missiles that can deal damage to a single target, or spread damage to multiple targets.
Tier 1: 4 missiles, 15 damage, 2 uses
Tier 2: 5 missiles, 15 damage, 2 uses
Tier 3: 6 missiles, 20 damage, 2 uses
Defensive Flare [passive]
You are equipped with one flare to divert lock-on missiles.
Unlocked at level 10
Evasive Maneuvers [active]
Perform some quick evasive maneuvers that increase your evasion by 25 for the next turn. 3 uses.
Unlocked at level 20
==[Technician]==
Circuit Breaker [passive]
You deal more damage to robotic units.
Tier 1: +25% damage dealt
Tier 2: +50% damage dealt
Tier 3: +75% damage dealt
Energy Drain [passive]
Your attacks drain ACM energy from your target.
Tier 1: 100% of damage dealt becomes energy drain
Tier 2: 125% of damage dealt becomes energy drain
Tier 3: 150% of damage dealt becomes energy drain
Electrified Ammo [passive]
Your attacks have a 30% chance to galvanize the target, causing them to take 12 damage every turn, for 3 turns.
Unlocked at level 10
EMP Grenade [active]
Throw an EMP grenade that disables the target's abilities and scrambles their HUD for 2 turns. 1 use.
Unlocked at level 20
==[Destroyer]==
Airstrike [active]
Set up to three targets for a powerful airstrike.
Tier 1: 35 damage, 1 use
Tier 2: 50 damage, 1 use
Tier 3: 75 damage, 1 use
Shattering Strike [active]
Perform a powerful attack that deals damage and shatters the target's defenses. 3 uses.
Unlocked at level 10
Extra Munitions [passive]
You can set a fourth target for your airstrike.
Unlocked at level 20
==[Incinerator]==
Burning [passive]
Your attacks light targets on fire.
Tier 1: 15 damage per turn for 2 turns, +20% damage to armor
Tier 2: 20 damage per turn for 3 turns, +40% damage to armor
Tier 3: 25 damage per turn for 3 turns, +60% damage to armor
Wildfire [passive]
Your flames have a chance to spread to nearby targets.
Fireproof [passive]
You are immune to burning.
Unlocked at level 10
Incendiary Grenade [active]
Throw a grenade that deals 25 damage to a primary target and 15 damage to two nearby targets, and sets burning 1 on all of them. 1 use.
Unlocked at level 20
==[Assault Drone]==
Robotic [passive]
You are robotic.
Armor-Piercing Rounds [passive]
Your attacks ignore a portion of the target's armor.
Tier 1: +15% armor penetration
Tier 2: +30% armor penetration
Tier 3: +50% armor penetration
Suppression [active]
Suppress a target, reducing their accuracy by 30 and firing at them if they take an action.
Unlocked at level 10
Hail of Bullets [active]
Fire a barrage of bullets that is guaranteed to hit and deals 25% more damage. 2 uses.
Unlocked at level 20
==[Transport ship]==
Troop Transport [passive]
You airdrop Talon troops onto the battlefield instead of attacking.
???
==[Chemical specialist]==
Poisonous [passive]
Your attacks poison targets.
Tier 1: 10 damage per turn and -5 accuracy for 3 turns
Tier 2: 15 damage per turn and -10 accuracy for 4 turns
Tier 3: 15 damage per turn and -15 accuracy for 4 turns
Armor Bypass [passive]
Your attacks ignore the target's armor.
Poison Immunity [passive]
You are immune to poison.
Unlocked at level 10
Neurotoxin [active]
Infect a target with a deadly toxin that slows, disorients, and weakens them for 2 turns. 1 use.
Unlocked at level 20
==[Suppression drone]==
Robotic [passive]
You are robotic.
Stunning [passive]
Your attacks stun or disorient targets.
Tier 1: Stun for 1 action, disorient for 2 turns
Tier 2: Stun for 2 actions, disorient for 3 turns
Tier 3: Stun for 2 actions, disorient for 3 turns with improved effect
Jamming Grenades [passive]
Your stun grenades temporarily block energy regeneration.
Unlocked at level 10
Silencing Grenades [passive]
Your stun grenades temporarily block the usage of abilities.
Unlocked at level 20
==[Saboteur]==
Shutdown [active]
Temporarily shut down a robotic target, or disable the target's ability to use items.
Tier 1: Lasts for 1 turn, 3 uses
Tier 2: Lasts for 2 turns, 3 uses
Tier 3: Lasts for 3 turns, 4 uses
???
Battery Sabotage [active]
Sabotage a target's ACM battery, draining 30 energy and delaying energy regeneration for 2 turns. 2 uses.
Unlocked at level 10
Hack [active]
Hack a robotic target, temporarily turning them friendly. 2 uses.
Unlocked at level 20
==[Executioner]==
Charge Up [passive]
You have to charge your attack for a turn before firing.
Execution [passive]
Your attacks deal extra damage to enemies with less than 50% of their max HP.
Tier 1: +25% damage dealt
Tier 2: +50% damage dealt
Tier 3: +100% damage dealt
Attack Its Weak Point [passive]
Gain +10% critical hit chance when targeting enemies with less than 50% HP.
Unlocked at level 10
???
==[Major]==
Encouraging Presence [passive]
While you are alive, all of your allies will have enhanced combat performance.
Tier 1: +10% damage dealt, -10% damage taken
Tier 2: +15% damage dealt, -15% damage taken, +10% accuracy
Tier 3: +20% damage dealt, -15% damage taken, +15% accuracy, +1 tier to all abilities
Inspiration [active]
Sacrifice your action to grant an additional one to an ally. Has 3 uses.
Rallying Cry [active]
Call your allies to battle, granting them +15% damage output and an extra use to all of their abilities. 2 uses.
Unlocked at level 10
Field Promotion [active]
Promote an ally, increasing their level by 5 and turning normal units into elite ones. 1 use.
Unlocked at level 20
==[Gunship]==
Airborne [passive]
You are airborne.
Light 'em Up [passive]
Allows you to take two shots in one turn.
Defensive Flare [passive]
You are equipped with one flare to divert lock-on missiles.
Unlocked at level 10
Missile Barrage [active]
Launch a bombardment of missiles that can deal damage to a single target, or spread damage to multiple targets.
Tier 1: 4 missiles, 15 damage, 1 use
Unlocked at level 20
==[Necromancer]==
Resurrect [active]
Reanimate a fallen ally with a portion of their HP. Resurrected allies will die if you die. This ability has infinite uses.
Tier 1: Resurrects with 50% of max HP
Tier 2: Resurrects with 75% of max HP
Tier 3: Resurrects with full HP
Summon [active]
Summon a random otherworldly ally. Summoned allies will die if you die. Has 3 uses.
Everlasting [passive]
Allies you resurrect or summon will not die if you are killed.
Unlocked at level 10
Tormented Soul [passive]
Upon death, you are resurrected as a vengeful soul that has 50% of your HP and lasts for 2 turns.
Unlocked at level 20
==[Battle Drone]==
Robotic [passive]
You are robotic.
Burning [passive]
Your attacks light targets on fire.
Tier 1: 15 damage per turn for 2 turns, +20% damage to armor
Tier 2: 20 damage per turn for 3 turns, +40% damage to armor
Tier 3: 25 damage per turn for 3 turns, +60% damage to armor
???
Wildfire [passive]
Your flames have a chance to spread to nearby targets.
Unlocked at level 10
Volatile Core [passive]
Upon death, you explode after a 1 turn delay, dealing 30 damage to your killer.
Unlocked at level 20
==[Supporter]==
Armor Pack [active]
Give an ally a pack of armor. This ability has infinite uses.
Tier 1: Gives 30 armor
Tier 2: Gives 50 armor
Tier 3: Gives 75 armor
Item Pack [active]
Give an ally an item. This ability has infinite uses and draws from the shop item pool.
State of the Art [passive]
Your armor/item/ammo packs grant stronger bonuses.
Unlocked at level 10
Mutualism [passive]
Giving an armor/item/ammo pack to an ally grants you a portion of the pack's effects.
Unlocked at level 20
==[Stalker]==
Cloaked [passive]
You are cloaked, and will be harder to see.
Sharpened Blade [passive]
Your attacks inflict bleeding.
Tier 1: 10 damage every turn for 2 turns
Tier 2: 15 damage every turn for 2 turns
Tier 3: 20 damage every turn for 3 turns
Sawtooth Knife [active]
Perform an attack that deals 20% more damage and deals pure damage, allowing it to ignore armor and damage resistance. 3 uses.
Unlocked at level 10
Eviscerate [active]
Perform a deadly melee attack that deals 10% more damage and causes bleeding 4. 2 uses.
Unlocked at level 20
==[Battle Tank]==
Single Shot [passive]
You have to spend a turn reloading after every shot you fire.
Shrapnel [passive]
Your attacks have a 30% chance to inflict bleeding 1.
Shellshock [passive]
Your attacks have a 30% chance to disorient the target.
Unlocked at level 10
Shredder [passive]
Your attacks deal extra damage to armor and have a 25% chance to shatter the target's defenses.
Unlocked at level 20
==[Titan]==
Critical Resistance [passive]
You are harder to critically hit, and critical hits against you deal less damage.
Tier 1: -2% crit chance, -10% crit damage
Tier 2: -3% crit chance, -20% crit damage
Tier 3: -5% crit chance, -30% crit damage
???
Sealed Armor [passive]
You are immune to several status effects, including burning, freezing, and poison.
Unlocked at level 10
Shoulder Charge [active]
Perform a powerful shoulder charge into an enemy, dealing 35 damage to them and disorienting them, with a 25% chance to stun. 3 uses.
Unlocked at level 20
Achievements:
Achievements are team goals that can be completed over the course of the game. Completing achievements will grant XP and money bonuses to all players. Can you complete all of them?
Sabotage
Complete Act I: Back on the Grid.
[COMPLETE] 1/1
Reward: ?
Continuum
This achievement is a secret.
[==========] 0/1
Reward: ?
Absolution
This achievement is a secret.
[==========] 0/1
Reward: ?
Retribution
This achievement is a secret.
[==========] 0/1
Reward: ?
The Hard Way
Complete 7 missions on Warrior difficulty or higher.
[COMPLETE] 7/7
Reward: $750, 75 XP, Warrior emblem
No Holds Barred
Complete 5 missions on Outpost Defender difficulty or higher.
[COMPLETE] 5/5
Reward: $1,000, 100 XP, Outpost Defender emblem
Good Enough
Complete 4 missions on Blood Anvil difficulty.
[==========] 1/4
Reward: $1,500, 150 XP, Blood Anvil emblem
=====OPTIONAL MISSIONS
Sidetracked
Complete 4 optional missions.
[COMPLETE] 4/4
Reward: $1,000, 100 XP
Have You Finished Those Errands?
Complete 8 optional missions.
[COMPLETE] 8/8
Reward: $2,000, 200 XP
ERRANDS. ERRANDS. ERRANDS.
Complete 12 optional missions.
[==========] 8/12
Reward: $3,000, 300 XP
Not Totally Optional
Complete all 16 optional missions.
[==========] 8/16
Reward: $5,000, 500 XP, Gather Your Fireteam emblem
No Retreat
Complete the brutal bonus level.
[==========] 0/1
Reward: ?
No Mercy
Complete the brutal bonus level on Blood Anvil difficulty.
[==========] 0/1
Reward: One Path to Victory emblem
=====HIDDEN BOSSES
Dark Romance
Defeat Gray Prince Zote.
[COMPLETE] 1/1
Reward: ?
A Rival Silenced
Defeat the Chosen Assassin.
[COMPLETE] 1/1
Reward: ?
Variks' Respect
This achievement is a secret.
[==========] 0/1
Reward: ?
Insanity
This achievement is a secret.
[==========] 0/1
Reward: ?
Secrets Discovered
Defeat all hidden bosses.
[==========] 2/4
Reward: $2,500, 250 XP, Tangled Anchor emblem
=====DATA BANK
Knowledge Battle
Secure the data bank entries of 8 enemies.
[COMPLETE] 8/8
Reward: $1,000, 100 XP
Information War
Secure the data bank entries of 16 enemies.
[COMPLETE] 16/16
Reward: $1,500, 150 XP, Educated emblem
Intelligence Skirmish
Secure the data bank entries of 24 enemies.
[COMPLETE] 24/24
Reward: $2,500, 250 XP
All-Knowing
Secure all 32 data bank entries.
[==========] 25/32
Reward: $5,000, 500 XP, Savant emblem
=====COLLECTIBLES
Tactical
Collect 50% of the research schematics in the game.
[==========] 16/22
Reward: $1,000, 100 XP
Tacticool
Collect all of the research schematics in the game.
[==========] 16/44
Reward: $2,000, 200 XP, Technological Advances emblem
Collector
Find 50% of the collectibles in the game.
[COMPLETE] 16/16
Reward: $1,000, 100 XP
Enthusiast
Find all of the collectibles in the game.
[==========] 16/32
Reward: $2,000, 200 XP, Collection Complete emblem
=====COMBAT
Body Count
Kill 250 enemies.
[COMPLETE] 250/250
Reward: $1,000, 100 XP
Casualties of War
Kill 500 enemies.
[COMPLETE] 500/500
Reward: $2,000, 200 XP, Kill 'em All emblem
Everybody's Special
Kill one of every type of enemy in the game.
[==========] 25/32
Reward: $1,500, 150 XP, Special Snowflakes emblem
The Future of Combat
Kill 100 enemies with abilities.
[COMPLETE] 100/100
Reward: $1,000, 100 XP, Future Warfare emblem
Shop S-Mart
Kill 100 enemies with shop items.
[==========] 64/100
Reward: $1,000, 100 XP, Fighting With Money emblem
Back to Basics
Kill 30 enemies with physical damage.
[COMPLETE] 30/30
Reward: $250, 25 XP, Physical Damage emblem
Burn, Baby, Burn
Kill 30 enemies with fire damage.
[COMPLETE] 30/30
Reward: $250, 25 XP, Fire Damage emblem
Cold Blooded Killer
Kill 30 enemies with ice damage.
[COMPLETE] 30/30
Reward: $250, 25 XP, Ice Damage emblem
Electrifying Personality
Kill 30 enemies with electric damage.
[==========] 29/30
Reward: $250, 25 XP, Electric Damage emblem
Demolition Corps
Kill 30 enemies with explosive damage.
[COMPLETE] 30/30
Reward: $250, 25 XP, Explosive Damage emblem
Biohazard
Kill 30 enemies with toxic damage.
[==========] 6/30
Reward: $250, 25 XP, Toxic Damage emblem
Magic!
Kill 30 enemies with arcane damage.
[==========] 13/30
Reward: $250, 25 XP, Arcane Damage emblem
=====ELITE
The Gang's All Here
Complete 5 missions with no KOs.
[COMPLETE] 5/5
Reward: $250, 25 XP, Unharmed emblem
Top Notch
Complete 7 missions with an A rank or better.
[COMPLETE] 7/7
Reward: $400, 40 XP, Top Tier emblem
Above and Beyond
Complete 5 missions with an S rank.
[COMPLETE] 5/5
Reward: $500, 50 XP, Perfection emblem
Decorated
Earn a total of 15 decorations.
[COMPLETE] 15/15
Reward: $400, 40 XP
Everything We've Got
Hit a single non-boss enemy with a regular attack, a shop item, an ability, and a status effect.
[COMPLETE] 1/1
Reward: $400, 40 XP, One of Everything emblem
Greed
Complete 3 missions and spend less than $500 at the shop.
[COMPLETE] 3/3
Reward: $100, 10 XP, Greed emblem
Master of All
Earn all achievements.
[==========] 23/44
Reward: $10,000, 1,000 XP, Master of All emblem
Decorations:
Decorations are challenges that can be completed by individual players. They award the player that completes them with XP, a new emblem, and a new title. Can you complete them all?
Initiate
Reach level 5.
Earned by: Bio, Gold, Bacon, Stickcrafter, algot, Winkins, MinecraftSiegeEngineer
Soldier
Reach level 10.
Earned by: Bacon, Winkins, Gold, Stickcrafter, algot, Miner
Tried and True
Reach level 15.
Earned by: Winkins, Bacon, Stickcrafter, Siege
Battle Hardened
Reach level 20.
Earned by: Winkins, Miner, Bacon, Stickcrafter
Forged in Fire
Reach level 25.
Earned by: Winkins
==========OFFENSE
Attacker
Deal 2,500 damage.
Earned by: Winkins, Bacon, Gold, Miner, Stickcrafter
Bloodthirsty
Deal 5,000 damage.
Earned by: Winkins, Bacon, Gold, Miner, Stickcrafter
Killer
Kill or assist in killing 50 enemies.
Earned by: Bacon, Winkins, Gold, algot, Stickcrafter, Siege, Miner, Bio, XSlayer
Reaper
Kill or assist in killing 100 enemies.
Earned by: Winkins, Bacon, Siege, Miner, Stickcrafter, algot
Triple Down
Kill 3 enemies in one turn.
Earned by: Gold, Bacon, algot, Stickcrafter, Winkins, Siege
Quad Feed
Kill 4 enemies in one turn.
Earned by: algot, Stickcrafter, Winkins, Bacon, Gold
Whirlwind
Kill 5 or more enemies in one turn.
Earned by: algot, Winkins, Bacon, Gold, Stickcrafter
Dragon Slayer
Land the killing blow on a boss.
Earned by: BaconBusterYT, Bio, Winkins, Siege, Stickcrafter
Deathbringer
Earn all offense decorations.
Earned by: no one.
==========DEFENSE
Doctor
Heal 2,000 HP.
Earned by: no one.
Field Medic
Heal 4,000 HP.
Earned by: no one.
Back in the Fight
Revive 3 fallen allies.
Earned by: no one.
Heroes Never Die
Revive 5 fallen allies.
Earned by: no one.
Damage Sponge
Take 4,000 damage without getting KO'd.
Earned by: no one.
Unbreakable
Take 7,500 damage without getting KO'd.
Earned by: no one.
Defender
Protect allies from 3,000 damage by guarding them.
Earned by: no one.
Heroic Sacrifice
Get KO'd while guarding an ally.
Earned by: Bacon
Guardian
Earn all defense decorations.
Earned by: no one.
==========ELITE
Exemplar
Place in the top 3 players 5 times.
Earned by: Bacon, Gold, Winkins, Miner, Stickcrafter
(algot, Bio: 1/5) (Siege: 4/5)
Lights Out
Deal over 125 damage in a single attack.
Earned by: Winkins, Stickcrafter, Miner
By My Hand Alone
Place in the top 3 players without buying shop items for the whole mission.
Earned by: BaconBusterYT, Player_Miner, Gold, Winkins
Triple Threat
Hit an enemy with three different abilities before killing them, 3 times.
Earned by: no one.
One and Done
Kill a full health enemy in one hit, 3 times.
Earned by: Winkins, Miner, Stickcrafter
(Bacon: 2/3) (algot: 2/3) (Miner: 1/3)
Commander
Reach level 26.
Earned by: no one.
Far Superior
Earn all elite decorations.
Earned by: no one.
Master of All
Earn all decorations.
Earned by: no one.
==========RECOGNITION
From the Beginning
Play Defending the Outposts (also known as Outpost Defenders 1).
Earned by: BioShock_Rules, FearTheKumquat, Stickcrafter, XSlayer300
Escalation
Play Outpost Defenders 2: Numbers.
Earned by: BioShock_Rules, FearTheKumquat, Stickcrafter, XSlayer300
Until the End
Play Outpost Defenders III: Digital Warfare.
Earned by: BioShock_Rules, Gold, FearTheKumquat, Stickcrafter, XSlayer300
Alien Hunter
Play Rise of the Coalition.
Earned by: BioShock_Rules, Gold, Player_Miner, BaconBusterYT, FearTheKumquat
Emblems and titles:
Emblems and titles are cosmetics that are unlocked throughout the game. Your default emblem changes as you level up. You can unlock more emblems by completing achievements and earning decorations. Titles are earned by earning decorations.
Bio's emblems:
Gold's emblems:
Player_Miner's emblems:
BaconBusterYT's emblems:
Stickcrafter's emblems:
From the Beginning
Escalation
Until the End
Initiate
Triple Down
Quad Feed
Algot's emblems:
Initiate
Triple Down
Quad Feed
Whirlwind
Winkins' emblems:
XSlayer300's emblems:
Pure Vessel
Chosen
BioShock_Rules' titles:
The Alpha
Numbered
The Omega
Alien Hunter
Initiate
Life Ender
Gold's titles:
The Omega
Alien Hunter
Timekeeper
Purist
Triple Threat
Initiate
The Exemplar
Life Ender
Soldier
Breaker
Whirlwind
The Reaper
Tried and True
Heavy Hitter
The Bloodthirsty
Player_Miner's titles:
Alien Hunter
Purist
Initiate
Soldier
Life Ender
The Exemplar
Tried and True
The Reaper
Dark Bringer
One Tap
Battle Hardened
Heavy Hitter
The Bloodthirsty
BaconBusterYT's titles:
Alien Hunter
Purist
Dragon Slayer
Initiate
Triple Threat
The Exemplar
Soldier
Life Ender
The Sacrificial
Breaker
Whirlwind
Heavy Hitter
The Reaper
The Bloodthirsty
Tried and True
Battle Hardened
Stickcrafter's titles:
The Alpha
Numbered
The Omega
Initiate
Triple Threat
Breaker
Soldier
Whirlwind
Life Ender
Tried and True
Dark Bringer
The Reaper
Battle Hardened
One Tap
Dragon Slayer
Heavy Hitter
The Bloodthirsty
The Exemplar
Algot's titles:
Initiate
Triple Threat
Breaker
Whirlwind
Soldier
Life Ender
The Reaper
Winkins' titles:
Initiate
Triple Threat
Purist
One Tap
Dragon Slayer
Breaker
Soldier
Dark Bringer
Whirlwind
Life Ender
Heavy Hitter
The Reaper
Tried and True
The Exemplar
The Bloodthirsty
Battle Hardened
Fireforged
XSlayer300's titles:
The Alpha
Numbered
Initiate
Soldier
Tried and True
The Omega
Life Ender
Player dossiers:
Your dossier tracks all of your relevant stats throughout the game, including your accomplishments. Everyone gets a dossier.
Rank: Second Lieutenant (level 16)
Status: active
Emblem:
From the Beginning
Title: The Omega
Class: Medic
Max HP: 101 +10
Max energy: 60
Attack: 16 +2
Healing: 26
Weapon: Eden's Soul
Armor: Armor of Thorns
Abilities: Critical Heal, Medical Grenade, Bleed Me Dry, Mutual Aid, Healing Field, Revive, Cure, Stun Strike
Perks: Aggression, Healing Factor, Sustain
Damage dealt: 1,063
Damage taken: 537
Damage taken while guarding: 25
Healing performed: 832
Energy used: 551
XP gained: 3,881
Kills: 59
KOs: 1
Revives: 0
Decorations earned:
From the Beginning
Escalation
Until the End
Alien Hunter
Initiate
Rank: Major (level 19)
Status: active
Emblem:
Until the End
Title: Timekeeper
Class: Assault Gunner
Max HP: 134 +20
Max energy: 120
Attack: 23 +10
Healing: 22
Weapon: True Keeper of Time: Ragnarok (Deathslayer's Blade + Time's Strife + Pure Nail)
Armor: Overly Protective Munitions Vest (Overly Protective Armor + Munitions Vest)
Abilities: Lock and Load, Critical Shot IV, Omnishot, Suppress, Concussive Shot, Bleeder, Deadly Crits, Dazing Fire, Enhanced Battery III, Conditioning III, Agility I, Warp, Anger Management, Health Recovery III, Zero In III, Energy Bolt
Perks: Fully Loaded, Scavenger, Scrounger
Damage dealt: 7,192
Damage taken: 782
Damage taken while guarding: 0
Healing performed: 427
Energy used: 1,015
XP gained: 9,286
Kills: 195
KOs: 0
Revives: 1
Decorations earned:





Until the End
Alien Hunter
By My Hand Alone
Triple Down
Initiate
Exemplar
Killer
Soldier
Quad Feed
Whirlwind
Reaper
Tried and True
Attacker
Bloodthirsty
Rank: Brigadier General (level 22)
Status: active
Emblem:
Alien Hunter
Title: BGen
Class: Assault Gunner
Max HP: 112 +40
Max energy: 120
Attack: 43 +13
Healing: 16
Weapon: Seeking Electrosapper
Armor: The Inexorable Reaper
Abilities: Lock and Load, Critical Shot, Trishot, Fleche II, Bleeder, Concussive Shot, Dazing Fire, Bullet Hell, Energy Drain II, Conditioning III, Agility II, Enhanced Battery III, Inversion II, Ammo Synthesis, Emergency Stim, Zero In II, Deadshot III
Perks: Skilled, Fully Loaded, Scrounger, Furious
Damage dealt: 10,540
Damage taken: 672
Damage taken while guarding: 0
Healing performed: 535
Energy used: 495
XP gained: 14,614
Kills: 212
KOs: 0
Revives: 2
Decorations earned:


Alien Hunter
By My Hand Alone
Initiate
Soldier
Killer
Exemplar
Tried and True
Reaper
Lights Out
One and Done
Battle Hardened
Attacker
Bloodthirsty
Rank: Major General (level 23)
Status: active
Emblem:
Dragon Slayer
Title: Dragon Slayer
Class: Specialist
Max HP: 99 +15
Max energy: 145
Attack: 28 +5
Healing: 22
Weapon: Dragon Knight's Arms (Broadsword + Dragonslayer's Spear)
Armor: Lightweight Conduit (Lightweight Armor + Conduit Armor)
Abilities: Electric Burst III, Snapfreeze, Rapid Recharge, Grapple II, Psychosis, Imprecation II, Replicate, Doppelganger, Agility II, Enhanced Battery III, Cure
Perks: Energetic, Skilled, Rechargeable Battery, Heartbreaker
Damage dealt: 11,992
Damage taken: 678
Damage taken while guarding: 54
Healing performed: 583
Energy used: 3,653
XP gained: 15,814
Kills: 216
KOs: 2
Revives: 2
Decorations earned:






Alien Hunter
By My Hand Alone
Dragon Slayer
Initiate
Triple Down
Exemplar
Soldier
Killer
Heroic Sacrifice
Quad Feed
Whirlwind
Attacker
Reaper
Bloodthirsty
Tried and True
Battle Hardened
Rank: Brigadier General (level 22)
Status: active
Emblem:
From the Beginning
Title: The Omega
Class: Assault Gunner
Max HP: 127 +20
Max energy: 130 +35
Attack: 52 +3
Healing: 11
Weapon: The Prime Reanimator (Pure Nail + Reanimator + Grenade Launcher + Outbreak Prime)
Armor: Resplendently Bony Capacitor (Capacitor Armor + Armor of Bone x2 + Armor of Boundless Light)
Abilities: Lock and Load, Critical Shot, Armor Breaker, Suppress, Concussive Shot, Bleeder, Dazing Fire, Bullet Hell, Stun Strike, Flashbang, Agility II, Conditioning III, Enhanced Battery III, Deadshot III, Zero In, Idiot Ball, Mark for Death
Perks: Vitality, Aggression, Skilled, Overclock
Damage dealt: 10,136
Damage taken: 695
Damage taken while guarding: 20
Healing performed: 260
Energy used: 410
XP gained: 14,503
Kills: 209
KOs: 0
Revives: 0
Decorations earned:






From the Beginning
Escalation
Until the End
Initiate
Triple Down
Quad Feed
Soldier
Whirlwind
Killer
Tried and True
Lights Out
Reaper
Battle Hardened
Attacker
Bloodthirsty
Rank: Chief Warrant Officer 5 (level 15)
Status: active
Emblem:
Soul Vessel
Title: Pure Vessel
Class: Engineer
Max HP: 80 +10
Max energy: 85
Attack: 17 +5
Healing: 12
Weapon: The Temporal Storm
Armor: Blessed Cloak of Magic Resistance
Abilities: Micro Turret II, Shield Projector II, Improved Tech, Built to Last, Vortex Projector II, Self Repair II, Energy Drain, Critboost, Arc Soul, Warp, Stun Strike, Cure, Energy Shield, Energy Wall, Energy Bolt, Inversion II, Ammo Synthesis, Health Recovery I, Regenerative Battery I, Zero In, Agility II
Perks: Energetic, Fully Loaded, Scrounger
Damage dealt: 2,562
Damage taken: 454
Damage taken while guarding: 0
Healing performed: 74
Energy used: 490
XP gained: 4,681
Kills: 109
KOs: 2
Revives: 0
Decorations earned:




Initiate
Triple Down
Quad Feed
Whirlwind
Soldier
Killer
Reaper
Rank: General (level 25)
Status: active
Emblem:
By My Hand Alone
Title: Gen
Class: Sharpshooter
Max HP: 133 +10
Max energy: 145
Attack: 64 +9
Healing: 18
Weapon: Executioner
Armor: Mask of the Marksman
Abilities: Crackshot III, Headshot III, Piercing Shot III, Quickdraw II, Trickshot II, Point Blank II, Eagle Eyes, Faceoff III, Clutch Shot II, Skullcracker III, Fan Fire II, Deadly Crits III, Firefly, Unshakable Focus, Enhanced Battery III, Regenerative Battery II, Critboost III, Energy Drain III, Conditioning III, Arc Soul II, Warp III, Idiot Ball II, Inversion II, Stun Strike II, Forbidden Technique III, Health Recovery III, Zero In III, Deadshot III
Perks: Skilled, Rechargeable Battery, Scrounger, Heartbreaker, Jack of All Trades, Scavenger, Holy Mantle
Damage dealt: 23,604
Damage taken: 2,038
Damage taken while guarding: 0
Healing performed: 548
Energy used: 5,603
XP gained: 29,371
Kills: 352
KOs: 1
Revives: 2
Decorations earned:




Initiate
Triple Down
By My Hand Alone
One and Done
Dragon Slayer
Quad Feed
Lights Out
Soldier
Whirlwind
Killer
Attacker
Reaper
Tried and True
Exemplar
Battle Hardened
Rank: Major (level 19)
Status: active
Emblem:
From the Beginning
Title: The Alpha
Class: Specialist
Max HP: 94 +10
Max energy: 140 +40
Attack: 28 +8
Healing: 20
Weapon: Eden's Shotgun
Armor: Armor of Boundless Light
Abilities: Electric Burst II, Snapfreeze, Rapid Recharge, Grapple, Sensory Overload, Imprecation, Intensity, Flay, Zero In, Regenerative Battery II, Enhanced Battery, Emergency Stim, Deadshot II, Energy Bolt, Armor Phase
Perks: Energetic, Rechargeable Battery, Immune SystemDamage dealt: 2,457
Damage taken: 222
Damage taken while guarding: 0
Healing performed: 200
Energy used: 941
XP gained: 3,217
Kills: 66
KOs: 0
Revives: 0
Decorations earned:
From the Beginning
Escalation
Initiate
Soldier
Tried and True
Until the End
Killer
Finally, let's mention the classes available to you.
Assault Gunner
Assault Gunners are our frontline combat units. Specializing in high damage output, they are a force to be reckoned with.
HP: =====-----
Attack: ======----
Healing: ===-------
Starting ability: Lock and Load [passive]
Shop items with two or more uses have one additional use.
Super ability: Bullet Storm
Unleash a barrage of bullets that hits all enemies for (ATK x 1.5) damage.
Charge time: 150
Level 3: Critical Shot
Dual Shot <[Level 6]> Armor Breaker
Fleche <[Level 9]> Suppress
Level 12: Concussive Shot
Deadly Crits <[Level 15]> Bleeder
Grazing Fire <[Level 18]> Dazing Fire
Level 21: Bullet Hell
? <[Level 24]> ?
? <[Level 25]> ?
Medic
People get wounded in combat, and that's what the medics are for. Existing primarily to keep everyone in the fight, they're a valuable asset to any team.
HP: ====------
Attack: ====------
Healing: ======----
Starting ability: Critical Heal [passive]
Your healing actions have a 10% chance to be 50% more effective.
Super ability: Ubercharge
Temporarily grant a teammate invincibility.
Charge time: 120
Level 3: Medical Grenade
Emergency Healing <[Level 6]> Bleed Me Dry
Mutual Aid <[Level 9]> Life Steal
Level 12: Healing Field
Revive <[Level 15]> Sleep Dart
? <[Level 18]> ?
Level 21: ?
? <[Level 24]> ?
? <[Level 25]> ?
Sniper
Snipers serve as long range combat units. They are terrifyingly accurate, and very powerful as well.
HP: ===-------
Attack: ========--
Healing: ==--------
Starting ability: Crackshot [passive]
All of your attacks ignore 10 enemy evasion.
Super ability: Aimbot
Temporarily grant yourself perfect accuracy and a 25% increase to critical hit damage.
Charge time: 135
Level 3: Headshot
Piercing Shot <[Level 6]> Quickdraw
Trickshot <[Level 9]> Point Blank
Level 12: Eagle Eyes
Faceoff <[Level 15]> Clutch Shot
Fan Fire <[Level 18]> Skullcracker
Level 21: Deadly Crits
Firefly <[Level 24]> High Noon
Sharpshooter + Unshakable Focus <[Level 25]> Gunslinger + Sidearmed and Dangerous
Tank
Sometimes you just can't avoid an attack. When you need something to absorb an attack, no one will do better than a tank.
HP: =======---
Attack: ====------
Healing: ===-------
Starting ability: Guardian [passive]
Guarding a unit is now a free action.
Super ability: Damage Sponge
Drastically increase your damage resistance while also making enemies more likely to target you.
Charge time: 120
Level 3: Defensive Field
? <[Level 6]> ?
? <[Level 9]> ?
Level 12: ?
? <[Level 15]> ?
? <[Level 18]> ?
Level 21: ?
? <[Level 24]> ?
? <[Level 25]> ?
Engineer
Engineers serve as our tech experts. You won't find anyone better with technology than these guys.
HP: ====------
Attack: ====------
Healing: =---------
Starting ability: Micro Turret [25 energy]
Deploy an automated turret that attacks enemies every turn.
Super ability: Overdrive
Temporarily supercharge all of your constructions and drastically reduce the energy cost of your abilities.
Charge time: 130
Level 3: Shield Projector
Hardened <[Level 6]> Improved Tech
Build to Last <[Level 9]> AP Rounds
Level 12: Vortex Projector
Self Repair <[Level 15]> Vital Point Targeting
? <[Level 18]> ?
Level 21: ?
? <[Level 24]> ?
? <[Level 25]> ?
Specialist
Specialists have achieved a higher level of expertise with the ACM, enabling them to push the limits of what it's capable of. They tend to make very good use of their powers.
HP: ====------
Attack: ====------
Healing: ==--------
Starting ability: Electric Burst [20 energy]
Fire a burst of electricity that deals (ATK x1.1) and has a 30% chance to galvanize the target.
Super ability: Power Surge
Temporarily reduce the cost of your abilities and gain the ability to perform two actions at once.
Charge time: 140
Immolate <[Level 3]> Snapfreeze
Intensity <[Level 6]> Rapid Recharge
Grapple <[Level 9]> Kinetic Wave
Sensory Overload <[Level 12]> Psychosis
Imprecation <[Level 15]> Reusable Energy
Flay <[Level 18]> Replicate
Doppelganger <[Level 21]> Supernova
? <[Level 24]> ?
? <[Level 25]> ?
With all that covered, let's begin. Pick a class and join!
As you walk through the command center, you are called by Commander McKnight. You and your teammates approach him, greeting him with a sharp salute.
Bio: Yes, sir?
Commander McKnight: We've noticed something unusual. We recently sent out a squad to intercept a shipment of illegal cargo, but their signals just went dark. We're 100% sure, but I think it's pretty obvious what happened.
Bio: You think they've been ambushed and want us to investigate.
McKnight nods.
Bio: We're on it.
Prologue: Enemy at the Gates
Date: April 7th, 2031
Time: 12:31:45
Location: Portland, Maine
Mission objective: Investigate possible ambush of US soldiers
You arrive at the last known location of the missing soldiers, a shipment of illegal cargo being moved along the coast. You see no people around.
Bio: We should take a moment to form a plan in case there was an ambush.
Need more players.
Players:
[+|==========] 40/40 [Weapon: Machine Pistol] [Armor: Basic armor] [Trinket: none] [ATK| 4] [Heal| 2] [Rage: 0/10]
[E|==========] 50/50 [Items| None] [SUPER| Power Surge: 0/140]
[Electric Burst]
Enemies:
None
Allies:
None
Other:
Nothing
Money: $100
Shop:
Tip: players can join the game at any time.
Note: emblems not made by me. I used Call of Duty medal icons.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Gold joins the fray as a Assault Gunner! He also researches his tool from another universe, FLAMETHROWERS!
Flamethrower (???$)
It's a flamethrower. What it does should be obv. 4 charges.
I buy a flamethrower if I can. Gotta proc that ability!
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’m ready as an Assault Gunner. I also have some files on some items...
Shield (???$): Use to go into a defensive state until the start of your next turn. While defending, all damage that would be recieved from enemies that aren’t flanking you is absorbed by the shield. Maximum HP is equal to 75% of the group average.
Slimesling (???$): Launch a nearby unit in a direction, causing them to be forcibly moved 10 tiles in that direction, stopping at the first wall or obstruction in that direction for them, dealing damage to ALL units in the way, whilst also damaging the victim for each thing that they impact.
EFLN (???$): Throw to destroy ALL cover and structures in a small area of the destination.
Splash Potion of Healing (???$): Throw to heal ALL units in an area.
I join in as a Specialist.
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 join as a Tank, accompanied by some rockin' BGM.
There's no kill like overkill.
Jam joins the fight as a Sniper! I also brought some schematics from HQ with me.
Portable Cover ($???): Exactly what it sounds like, provides a mobile patch of cover.
Smoke Grenade ($???): Hampers enemy accuracy.
I probably should've mentioned this in the original post. If you've played Rise of the Coalition, you'll know there was a tile-based movement system with cover and flanking mechanics, similar to XCOM. This system is not in Retribution. Cover still exists, though, and it provides a reduction to incoming damage. I hope this doesn't sour anyone's opinion of the game.
Glad to see you here too, Gold. You join as a level 1 assault gunner.
Research accepted, with a $100 price. You buy a flamethrower.
Decorations earned!
Until the End
Alien Hunter
Glad to see you too, Miner! You become an assault gunner!
All items accepted, except for the Slimesling. Unfortunately, it doesn't really work without the movement system.
Decoration earned!
Alien Hunter
Welcome, Bacon! You become a specialist!
Decoration earned!
Alien Hunter
Glad to see you, Fear! You join as a tank!
Decorations earned!
From the Beginning
Escalation
Until the End
Alien Hunter
Welcome to the game! You join as a sniper!
Items accepted.
With a squad formed, you set off in search of the missing soldiers.
After a few moments of searching, you notice something out of the corner of your eye. You turn to look and see a soldier, clad in a uniform you've never seen before. He appears to be scouting the area. He quickly takes notice of the team.
Unidentified soldier: We've got another squad here, probably looking for the last one.
A few additional soldiers appear to support him.
Bio: Good. I've been eager to try this out.
Bio activates his Advanced Combat Module (ACM). It begins to glow a light blue and surge with electricity.
Players:
[+|==========] 40/40 [Weapon: Machine Pistol] [Armor: Basic armor] [Trinket: none] [ATK| 4] [Heal| 2] [Rage: 0/10]
[E|==========] 50/50 [Items| None] [SUPER| Power Surge: 0/140]
[Electric Burst]
[+|==========] 50/50 [Weapon: Assault Rifle] [Armor: Basic armor] [Trinket: none] [ATK| 6] [Heal| 3] [Rage: 0/10]
[E|==========] 50/50 [Items| Flamethrower (5/5)] [SUPER| Bullet Storm: 0/150]
[Lock and Load]
[+|==========] 50/50 [Weapon: Assault Rifle] [Armor: Basic armor] [Trinket: none] [ATK| 6] [Heal| 3] [Rage: 0/10]
[E|==========] 50/50 [Items| None] [SUPER| Bullet Storm: 0/150]
[Lock and Load]
[+|==========] 40/40 [Weapon: Machine Pistol] [Armor: Basic armor] [Trinket: none] [ATK| 4] [Heal| 2] [Rage: 0/10]
[E|==========] 50/50 [Items| None] [SUPER| Power Surge: 0/140]
[Electric Burst]
[+|==========] 70/70 [Weapon: Shotgun] [Armor: Basic armor] [Trinket: none] [ATK| 4] [Heal| 3] [Rage: 0/10]
[E|==========] 50/50 [Items| None] [SUPER| Damage Sponge: 0/120]
[Guardian]
[+|==========] 30/30 [Weapon: Sniper Rifle] [Armor: Basic armor] [Trinket: none] [ATK| 8] [Heal| 2] [Rage: 0/10]
[E|==========] 50/50 [Items| None] [SUPER| Aimbot: 0/135]
[Crackshot]
Enemies:
Gunner [Level 1 | 80 accuracy | 0 evasion]
[HP: 30/30]
Gunner [Level 1 | 80 accuracy | 0 evasion]
[HP: 30/30]
Gunner [Level 1 | 80 accuracy | 0 evasion]
[HP: 30/30]
Gunner [Level 1 | 80 accuracy | 0 evasion]
[HP: 30/30]
Allies:
None
Other:
Nothing
Money: $0
Shop:
Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side.
Smoke Grenade [$75 | 1 use]: Reduces an enemy's accuracy by 30.
EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it.
Tip: nearby units are the units above and below the original target on the enemies list.
Tip: Accuracy is an enemy's chance to hit you with an attack. 80 accuracy gives an 80% hit chance.
Tip: Evasion is a penalty to your chance to hit an enemy. 10 evasion gives -10 accuracy to incoming attacks.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
I check my weapon's stats, get behind cover if I can, and do the first shot of the game. *PEW PEW POW POW!* The bullets pierce through one of the gunner's bodies, causing them to feel guts. Ow.
I also use the decoration Until the End as my title.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
I fire at the feet of the Gunner to make a pattern in the dirt. He/she looks at me confused, before realizing that a supply drop is going to fall on their head as a result of the mark. They try to get out of the way, but it’s too late, and the drop crashes down on top of them.
Also, items:
Card Pack [???$, 1 use]: Gain 5 random cards, each with their own effects.
Portable Pitfall [???$, ? use(s)]: Use to put an enemy in stasis for 2 turns. They cannot attack or be directly targeted with an attack during this time. The stasis ends immediately if there are no other enemies to attack. Useless against bosses.
Creeper Spawn Egg [???$, ??? HP]: Throw to spawn a Creeper. It will explode on an enemy, damaging both the victim and the adjacent targets.
Random Bomb Generator [???$, ???]: Pick a number between 1 and ???. That many bombs will be thrown at non-KOed targets at random.
Assault Gunner here. I fire at the most damaged gunner and equip Alien Hunter.
"Oh boy, look at these fancy abilities! I'm basically some sort of cyber-mage, right? I'm going with that."
I use my Electric Burst on the highest-health Gunner, and by that I mean I throw several tasers at him to the exact same effect as shooting a blast of electricity.
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 walk up to one of the gunners and punch him in the face. Really, really, really hard. First melee of the game goes to yours truly.
I also use From the Beginning as my emblem and The Alpha as my title.
There's no kill like overkill.
I very carefully place a bottle on the head of the least injured gunner, retreat to a safe distance, and line up my shot. After a moment of aim, I shoot him in the knee, causing the bottle to fall off of his head and shatter.
I pick the Alien Hunter Emblem, then gently put a VERY tiny mining drill drone on the ground from my pocket.
...
...
...
...
The gunners look at it in confusion.
...
...
...
...
*Player_Miner mining drills a Gunner’s face, followed by the drone digging into the ground, leaving nothing where it went*
I shoot the lowest-health enemy with my machine pistol, and equip the title/emblem "Alien Hunter". 'Cause I hunt aliens.
"It's like a machine gun, but...smaller. Bite-sized!"
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!
Assault Rifle [common]
Standard issue assault rifle.
+0 ATK
90 accuracy
There's no cover around, so you just shoot a gunner and deal
7 damage! +4 XP!
You equip the Omega as your title.
The impact deals
9 damage! +5 XP!
Items accepted.
Welcome! You fire at an enemy, but miss!
You earn Alien Hunter and equip it as your emblem.
You fire an electric burst at a gunner, dealing
You punch the dude in the face, dealing
You equip the title and emblem.
You deal
You equip the emblem.
The drilling deals
9 damage. +5 XP.
You attack the weakest gunner, finishing him off! +12 XP! He drops 91 materials!
My action: I change my title and emblem, then attempt to dismember a gunner with an old potato peeler. It doesn't work out very well, but I still deal
5 damage.
==[Enemy turn]==
One gunner fires at Miner, dealing
10 damage.
The second gunner fires at Bacon for
10 damage.
The third gunner fires at Fear and deals
10 damage.
Bacon + Gold + Jam + Miner [Machine Pistol] Gunner
Players:
[+|==========] 40/40 [Weapon: Machine Pistol] [Armor: Basic armor] [Trinket: none] [ATK| 4] [Heal| 2] [Rage: 1/10]
[E|==========] 50/50 [Items| None] [SUPER| Power Surge: 12/140]
[Electric Burst]
[+|==========] 50/50 [Weapon: Assault Rifle] [Armor: Basic armor] [Trinket: none] [ATK| 6] [Heal| 3] [Rage: 1/10]
[E|==========] 50/50 [Items| Flamethrower (5/5)] [SUPER| Bullet Storm: 17/150]
[Lock and Load]
[+|==========] 40/50 [Weapon: Assault Rifle] [Armor: Basic armor] [Trinket: none] [ATK| 6] [Heal| 3] [Rage: 3/10]
[E|==========] 50/50 [Items| None] [SUPER| Bullet Storm: 24/150]
[Lock and Load]
[+|==========] 30/40 [Weapon: Machine Pistol] [Armor: Basic armor] [Trinket: none] [ATK| 4] [Heal| 2] [Rage: 3/10]
[E|==========] 30/50 [Items| None] [SUPER| Power Surge: 23/140]
[Electric Burst]
[+|==========] 60/70 [Weapon: Shotgun] [Armor: Basic armor] [Trinket: none] [ATK| 4] [Heal| 3] [Rage: 2/10]
[E|==========] 50/50 [Items| None] [SUPER| Damage Sponge: 14/120]
[Guardian]
[+|==========] 30/30 [Weapon: Sniper Rifle] [Armor: Basic armor] [Trinket: none] [ATK| 8] [Heal| 2] [Rage: 1/10]
[E|==========] 50/50 [Items| None] [SUPER| Aimbot: 20/135]
[Crackshot]
[+|==========] 50/50 [Weapon: Assault Rifle] [Armor: Basic armor] [Trinket: none] [ATK| 6] [Heal| 3] [Rage: 1/10]
[E|==========] 50/50 [Items| None] [SUPER| Bullet Storm: 6/150]
[Lock and Load]
Enemies:
Gunner [Level 1 | 80 accuracy | 0 evasion]
[HP: 16/30] [Resistances|
?|
?|
?|
?|
?|
?|
?]
Gunner [Level 1 | 80 accuracy | 0 evasion]
[HP: 26/30] [Resistances|
?|
?|
?|
?|
?|
?|
?]
Gunner [Level 1 | 80 accuracy | 0 evasion]
[HP: 25/30] [Resistances|
?|
?|
?|
?|
?|
?|
?]
Allies:
None
Other:
Nothing
Money: $0
Materials: 91
Shop:
Random Bomb Generator [$150 | 1 use]: Randomly generate a number between 1 and 6. That many bombs will be thrown at random targets.
Portable Cover [$90 | 1 use]: Creates a piece of average cover that can be used by either side.
Smoke Grenade [$75 | 1 use]: Reduces an enemy's accuracy by 30.
EFLN [$75 | 1 use]: Throw to completely destroy ALL cover in the area, which will prevent players and enemies from using it.
Card Pack [$125 | 1 use]: Gain 5 cards, each with their own effects.
Portable Pitfall [$120 | 1 use]: Use to put an enemy into stasis for 2 turns. Enemies in stasis can't perform actions but can't be targeted. The effect will automatically end if the targeted enemy is the last one alive.
Creeper Spawn Egg [$125 | 1 use]: Throw to spawn a creeper. After the enemy's turn, it will explode and damage the targeted enemy and both nearby enemies.
From this point on, I'm going to show enemy damage resistances on their display. However, they'll be unknown until you secure their data bank entry.
Tip: once you finish the prologue, you'll be able to use materials to craft new weapons and armor.
"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 check the stats of the Machine Pistol, then throw the stat page at the low-HP Gunner. He gets a paper cut from it and begins to bleed profusely.
"I think that was the first kill of the game! Nice."
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!
"Testi- No, wait... not yet... How about..."
"HAMMER DOWN!"
A Reinhardt uses Earthshatter on the lowest HP Gunner. He then vanishes without a trace, as that Reinhardt was just a solid hologram.
Materials! OUR OWN WEAPON CRAFTING? NICCCCCCE. I GLORY KILL the nearest guy like Sephiroth stabbed Aerith! Also, how Jin stabbed Re- APPP. Spoileeeeers...
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 charge up my ki by standing, glowing, and yelling loudly, restoring my energy bar.
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!