16/20 perrrrrrrceptual form
new: 3/? sighhhhh +1 talist
+1 talist +1 mirror Pebbletopia dop!
the fighter jets open fire. 3 out of the four shots land! one of the shots has its trajectory altered so it hits a simpler-to-calculate-damage-do sector: the green thing.
one of the shots almost hits a normal god for <Insufficient> a bit of damage, but not quite. instead it pierces the mountain and sits there.
and the third of the three hits one of mirrors many walls. boink.
mages move up. I forget tunneling speed, then recalculate it and probably make it faster.
I look at my now-possibly-damaged body and, if it is damaged, decide to reverse the flow of time on it for a few moments, undoing some of the damage i've taken. sadly, time-reversed matter is just like antimatter, which means I can only do this in outer space or the large hadron collider. I figure the large hadron collider will be easier to reach or create, so i make a new large hadron collider in the middle of the battlefield. before people realise that this should affect nothing whatsoever, being mostly underground, I jump into the new LHC and quickkciuq dna CHL wen eht otni pmuj I ,dnuorgrednu yltsom gnieb ,reveostahw ginhton tceffa [oh hey look, affect backwards is like assault in hebrew] dlouhs siht taht esilaes...............................................
after about three times the length of the non-back-in-time parts of my post, I stop going back in time and start to wonder why I am floating in the large hadron collider instead of in the middle of being exploded or ripped apart or crushed by whoever's attack was partially done having its damage healed.
i then look at the top of my post and figure it out.
anyway this heals mees, preferably undoing marked with luin as first priority.
EDIT:
Also...
i thought marked with luin meant that after 5 posts by the blue knight, or maybe the entitys owner, as opposed to after 5 posts by any player.
Side Quest Action:
Thina walks around the outskirts of the generator room, looking for any ways in or out of the room. Then after that, she investigates the broken weaponry.
[PG] Personnel Defense Drone
120,000 / 120,000 HP.
Regenerates 3,000 HP per turn.
Deals 10,000 damage with normal attacks.
Active Ability - Shields UP - Bodyguards something else and grants 30% damage resistance for a turn. Cannot be used twice in a row.
PEPSIMAN!
HP: Infinity/Infinity
Time Remaining: 120
Pepsi Cans: 0
Pepsi Machine:
HP: Infinity/Infinity.
Passive - Face of Divinity: Due to the divine power coursing through his veins, Pepsiman is totally immune to attacks made against him by lesser beings, such as yourselves. Though, attacking him can steal his Pepsi Cans. (count each can as being worth 2,000 HP)
Passive - The True Heir: Whenever you say Pepsiman's name, you must announce it loudly in a voice like a heavenly choir. If you don't, Pepsiman gains 300,000 HP immediately.
Passive - Strength from Followers: Any player can hand Pepsiman a delicious cold refreshing can of Pepsi as a free action, maximum of once per post. They can win the favor and grace of Pepsiman with such offerings. Pepsiman also gains 2 Pepsi Cans per turn.
Passive - Time Constraints: Pepsiman's time on this mortal coil is limited. Once Pepsiman runs out of time, he will go elsewhere to save those in need (and somehow bring his Pepsi Machine with him). At the end of every turn, Pepsiman loses 10 time remaining.
How this all works: When first spawned, Pepsiman is at the very bottom of the EOTB entity list (despite being a PG), and the Pepsi Machine is at the very top (but below the godmodder). The Pepsi Machine cannot be damaged, but whenever it is attacked, it can be moved either up or down two slots on the list. Once Pepsiman reaches or passes the Pepsi Machine, Pepsiman has completed a stage, which means he gains 30 Pepsi Cans and 20 time remaining. Then the Pepsi Machine teleports down to the opposite end of the entity list and Pepsiman starts running back. If an entity counter attacks or bodyguards against Pepsiman, Pepsiman becomes stunned for the next turn.
Action - Slide Charge
Move either up or down the entity list by 4 slots. Deal 8,000 damage to one enemy that Pepsiman moved past.
Action - Herald of Sugar
Costs 10 Pepsi Cans. Move either up or down the entity list by 5 slots. Restore 4,000 HP to all allies Pepsiman passes through. Can spend additional Pepsi Cans to heal a target hit by this at a rate of 1,000 HP per Pepsi Can.
Action - Divine Smite
Costs 10 Pepsi Cans. Move either up or down the entity list by 5 slots. Deal 5,000 damage to all enemies Pepsiman passes through. Can spend additional Pepsi Cans to deal additional damage at a rate of 1,000 damage per Pepsi Can. Max of 20 additional cans spent.
[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.
Durability- 4/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.
(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.
Health- 40,000/40,000
Attack power- 0
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.
Number- 20
Health per- 5,000
Attack power per- 1,500
Current Total damage- 30,000
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.
Health- 40,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.
(No one cured it so the Mark of Lúin should have activated and dealt the player equivalent of 30,000 damage to JOEbob just after TOG: Drizzle's last post.)
After JOEbob's healing is finished the Knight grabs JOEbob and pulls him out of his "large hadron collider." The Knight then tosses JOEbob upwards with such force that he enters the planet's orbit. The Knight then mounts his stead brandishing Lúin and begins to ride opposite of the direction he tossed JOEbob in.
JOEbob's orbit destabilizes right around the current battleground and he begins to plummet back to the earth however instead of being greeted by the ground he finds himself once again on the tip of a silver lance. After slowing down his horse the Knight flings JOEbob from his lance into the force of bear men who proceed to crowd around and beat up his tough body.
(Not using Lúin in this post.)
[Orders]
Ursine Warriors- Beat up JOEbob as described in my post. (I forgot to mention it in my original description of the ability but the Ursine Warriors' Surround ability doesn't work on Descended because that would be too intrusive I feel. If JOEbob is dead the Warriors attack the wall.)
In the wake of the mess with that Power Armor and the Bodyguard known as Mr. Fiveteen, General Mack called out to his forces "Piercing munitions this time!" firing railguns loaded with solid slug ammunition. The projectiles screamed downrange, the bulk of Mr. Fiveteen moving to intercept, only for his body to provide no resistance to the shots whatsoever.
The shots slammed into JOEbob, putting holes clean through him before exploding from sheer kinetic energy as they impacted the ground behind him. With Mr. Fiveteen now temporarily out of commission courtesy of another hole in his chest, the Technocratic Spearhead Forces maneuvered slightly, and unleased their full arsenal. Lasers, tachyon lances, and railgun shells pummeled the Descended, as he was blasted backwards.
As this barrage continued, General Mack asked "Have we got one of the spatial inversion projectors from the staging dimension yet?"
To this, his second in command replied "Yes, sir."
General Mack nodded, before saying, quite simply "Fire."
Towards the back lines, one of the latest tanks turned its turret towards the Descended in question, its main weapon humming, before suddenly the space surrounding JOEbob turned inside-out, the immense spacetime shear doing a great deal to rip the man to shreds as events continued.
Entity Orders
Relief Forces: Repeat last turn's orders! Heal the Assault Forces immediately before they act! If the Assault Forces are dead, attack JOEbob! If both of them are somehow dead, heal whatever [AG] needs it most!
Assault Forces: Attack JOEbob! If he's dead, beat the shit out of the Wall!
15/20 perrrrrrrceptual form
new: 1/? sighhhhh
9/9 HAMSAAAAAS! +1 mirror +2 TOG +2 TOG
+1 talist +1 mirror
the space in front of me shudders in an entirely unrelated event to IJW's spacial inversion projector. then, out comes my possible future self, empowered by the hamsa of hamsaness and also this smashpost.
they stand before me, hamsa's fanning out as their barely-recognizable head looks down, and cast a variety of spells. black bolts of shadow shoot out from one, blocking off attempts to interfere, as a blue shield manifests around me and my alternate and fireballs surround me. we are protected from most forms of intervention
READ: flavour text happens, smash posts are uncounterable anyway.
golden light shines from their brown core, bathing me in heals. I get healed to full. they turn, and the surrounding fireballs phase through my body, coalescing into one, before slamming into the technocratic assault forces.
if there's still power left, the healing energys that previously emanated from the hamsa core continue to linger after its departure, proving me with 3,000 hp of regeneration on this turn and the next. if there's even more power, some hamsa's stay behind, summoning them as bodyblocker minions which self-destruct in one round, or overhealing me if thats more efficient.
taking into account the additions bellow, use the charge and bellow images to summon a much-hard-to-bypass bodyblocker hamsa core, which self-destructs in 2 rounds, or, again, provide massive overheal if more efficient.
ok, i had a few hours to spare yesterday with nothing to do, so I made some hamsa's, one of which was based on the core of the hamsa-me. that hamsa took at least 3 times longer then the other ones, which is why the other ones where less detailed.
this is the core one.
I also looked around for a while and found a hamsa that looks like the legs of hamsa-me. the head was based on one I knew about before, which i've decided to also post here.
(head)
(leg)
if the technocratic assault forces are still alive, then I sell them a world of macaroni. they live out their life, and at the end, they tell their story to a kindly older man
"Some... body once sold me a world of macaroni, I ain't the smartest tool on the sle-ed, but he was looking kinda dumb with my finger, and my thumb, in the shape of an L, on his for-head. then, the beers started coming and they didn't stop coming cuz I got fed to the booze and I hit the ground gumming, didn't make sense not to shive that nun, my brain'd get bart but my head was gum. so much to poo so much to eat but theres nothing wrong with faking, to bac- GAH!"
that last bit is the old man eating them whole, because the older man is actually me and there's always a bigger old man.
if they are not alive, some very similar events play out, except to bess.
SMAAAASH!!!!!! You heal yourself up to full and deal out 25000 damage to the Technocratic Assault Forces.
Also, I had no idea that hamsas were a real thing. Cool.
There's always a bigger old man. Always. Just like with fish. 20000 damage to the Technocratic Assault Forces, reducing them to their last scraps of health.
The Daemonette stares blankly at the Massive Wall. Still about, hmm, 60% or so intact by her reckoning, at the very least in that approximate region.
"This wall is somewhat annoying." She mutters. "Nor do I understand the point of it now that we have such a significant advantage."
Still, her being vaguely annoyed with it wouldn't make it go away. What might make it go away, however, was the mysterious cosmic space force that had erased one of the mechs from reality wandering in the direction of the Wall before it went away, and erasing part of the oversized structure from existence with extreme prejudice, as such mysterious cosmic space forces are wont to do.
Charges:
War Wars Episode 3: Revenge of the Krork: 12/20.
Wrath of the Gods: 14/20.
The cosmic space force rematerializes the missing mech, by flinging it at high velocity into the wall. Finaly mech properly destroyed. 20000 damage to the Massive Wall.
I create the Godmodder Distraction Drone. This invisible drone wanders around the battlefield aimlessly, and occasionally shouts out "HEY! GODMODDER!" really loudly, then does nothing. This is repeated enough to make the Godmodder very annoyed, but the drone doesn't actually harm the godmodder. However, it should piss him off.
Entity Orders:
Zarya puts a barrier on the Gnome Core to hopefully stave off the Godmodder's sustained attacks on it, and then launched sustained fire at the wall to try and break it down.
Lucio decides he wants to ride the wall instead of shooting it. He holds a concert for the terror anklebiters, complete with a dance party and crazy wallriding stunts to grab their attention. Zarya, the Gnome Core, Donovan, the Terrible Idea, and the Technocratic Assault Forces also attend the concert, getting a dodge bonus as a result.
The Gnome Core, despite taking heavy damage, is still active. It will mantain 5 body parts as a priority to ensure that the Core remains protected, and if it is able to do so without compromising that protection, it will gain 3 head parts and 4 arm parts to help aid in the demolition of the wall.
15/20 Chronal Accelerator
8/20 I don't know yet
+2 @plague126
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do). My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
Base Defenses: Several advanced traps protecting my base.
7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
YOU HORRIBLE MONSTER. Pepsiman topples over from coke poisoning, and loses 5 time. (upon reevaluation of pepsiman, his timer is now worth the same per point as his pepsican count, instead of double.)
I attempt to play the Wall's Organs.
Because playing just one organ wasn't challenging enough.
I also hope that this will actually do something useful for someone.
(+1 from I just write, +1 from EternalStruggle)
9/?? Flex charge (Probably going to be used to pressure the guardian)
2/20 Reinforcements
+2 @DCCCV (If you don't mind could you help me and I just write kill JOEbob before he can evolve?)
[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.
Durability- 5/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.
(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.
Health- 40,000/40,000
Attack power- 0
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.
Number- 20
Health per- 5,000
Attack power per- 1,500
Current Total damage- 30,000
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.
Health- 40,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.
Just after JOEbob's summoned future self disappears he looks down at his body which is once more in mint condition he is surprised when the flaming tip of a silver lance emerges from where his stomach (or equivalent) is and he is lifted off the ground and propelled forward rapidly.
The Blue Knight, having just impaled JOEbob on Lúin during a charge, urges Bess onward. JOEbob is used as a battering ram by the Knight and is smashed through several buildings that surround the wall at high speed. Once JOEbob is thoroughly battered the Knight flourishes his lance propelling JOEbob off of it and into a nearby hill.
The Knight addresses the disoriented JOEbob "JOEbob it would appear I have finally been able to repay you for our first meeting, I hope you are prepared for what is to come for your deeds have earned you no mercy from me."
While JOEbob's chest wound rapidly recovers thanks to his privileges as a Descended, the Knight takes a moment to read the next chapter of "The Nature of Split Personalities" which had been in his offhand this entire time.
(I am using Lúin's ability to inflict it's mark on JOEbob if possible)
[Orders]
Bouvreuil- Scouts the wall looking for weak points in it's structure we might be able to exploit.
Ursine Warriors- Will decide action in my next post.
You use a durability of Luin to inflict Marked by Luin upon JOEbob! This will, after the 5 round timer is up, explode dealing 6 damage to JOE, unless he's cured himself of it. Just like it says in the stats.
Thanks to Bess you also deal a critted 6 damage to the poor Joebob.
This time bypassing Mr. Fiveteen entirely, the Technocratic Spearhead Forces lay into JOEbob some more, this time with the first railgun shot blasting him backwards over a hill. They don't bother to follow him, instead simply increasing the angle of their shots and reducing the velocity. Quickly, shells begin arcing over the landscape, raining down on JOEbob's position. Explosions blanket the Descended, even as missiles and weapons equipped with discontinuity units add to the carnage.
As the bombardment of railgun shells, missiles, and teleported laser blasts keeps JOEbob pinned in place, a smaller group consisting of mostly infantry sneaks around behind JOE's rear. As soon as the Blue Knight throws JOEbob off their lance, the infantry group strikes, firing a nuclear-tipped missile directly into JOE's face.
The explosion is deafening, ringing out across the battlefield. Even with the warhead set to minimum yield, the weapon unleashes energy equivalent to 80 tons of TNT, producing a crater wide enough to encompass an entire neighborhood.
You deal another 5 damage to JOE.
I'd ask what he ever did to deserve this but I think the answer is apparent to anyone who's been paying attention to his shenangians.
20/20. Deal with the Enchantress. (A whole lot of +s). Waiting for Enerald.
8/20. The Vital Vitriol. (+2s from Emerald and Crusher)
I force the Massive Wall to complete all the challenges in Shovel Knight's Challenge Mode. Somehow.
+2 @Enerald_Mann.
I, uh...
Hannibal shoots some PG guys (aka, the wall)...
meanwhile I...
uhhhhhhhhhhhhhhhhhhh...
While I'm thinking of what to do, some random spaceship is suddenly constructed by the local wildlife. It's attempts to escape into space are thwarted by the big space defense thingy, though, and the ship crashes into the wall, letting alllllllllllllllllllll the Mexicans through, Including me.
Once I'm through, I look to see what's on the other side of the wall.
You find yourself on the far side of the wall, and see more city, and some sort of massive metal construction, but you aren't able to make out what it is before the border patrol rounds up you and the other mexicans and puts you back on the far side of the wall.
The Mexicans are extremely angry and tear down 18000 hit points of the wall before going back to their homes in mexico.
The Daemonette marches up to Donovan, still stuck to the Terrors, and taps her chin for a moment. "Hold on, I think I can get you out of there."
She walks away for a moment, looking down at the ground, before identifying what she's after and pouncing. A spray bottle! She'd been in luck (she acknowledged that the Descendant power she was constantly manipulating likely had something to do with this) and had found exactly what she was after. An ancient not-weapon. Likely overlooked because of how not a weapon it was. The labeling was far too faded to read, but a quick shake indicated that it still functioned. Anyway, she'd seen a more preserved image of this type of bottle before, known as the 'StickyAway 2000-X-Overkill'. She sprayed out the fine mist over the thief, and the... substance that had stuck him to the Terrors rapidly dissolved, letting him roll free. He nodded his thanks in response, and the pair rapidly retreated away from the foul creatures.
Charges:
War Wars Episode 3: Revenge of the Krork: 13/20.
Wrath of the Gods: 16/20.
Are you ready?
As I extricate myself from the wall, my eyes fall upon a particular section. I can't hear you.
Upon further examination, I determine what the wall was. Who lived in a pineapple under the sea...
More accurately, who the wall was. Absorbent and yellow and porous was he.
I lick the wall, giving it some water. If nautical nonsense was something you wished
A laugh echoes about. Then you'd drop on the deck, and flop like a fish.
DHAaaAAAHYAHYAHYAHYAHAYAAaaaH!,!!,!,! Wherever you are, he won't be afar
What was that? For some odd reason, he can't drive a car!
NnnnnnnTeeeheeeheeeheeeeheeeeeee!
Oh dear. That actually worked. He's all of the elder's worst realized fears
The wall changes colour, from a nondescript grey to a yellow. A friend to the children, he won't fill you with tears
Two white spheres pop into existence. A great ancient hero, without any peers
followed by three black lines above them. A horrible product of the human race
A blue light comes forth from the white spheres. Was there in the water, beneath the atoll
Likely Cherenkov radiation from whatever horrific event that granted this creature sentience eons ago. Don't stop me now, 'cause I'm on a roll!
The wall begins to rise from the ground. You'll never forget that innocent face!
It's supported by two large pillars. As time went by, he grew and he grew
A hairy white tube with two red lines circling about it protects the bottoms of the two pillars. The people were scared, but all of them knew
The tubes themselves are capped with a strange shiny black material, In ancient times, he fought even the gods
one that you wouldn't find anywhere else. He defended the people from the great iron rods!
Brown and white fabric garments conform to this creature's rectangular body. When he finally fell, all came to weep
A red tie accentuates it's impeccable sense of style. A group of great heroes, sealed, put him to sleep
Who is this person I speak of? Rests in a land, far from his home.
I'll give you three guesses, the first two don't count. The sea, with salt, and all of it's foam
Yeah. I just did this. Away from the water, which is his bread
I have no idea what's going to happen next. Give him some, and he'll come back from the dead.
Let's find out together.
New Charge 3/20 (+2 from The Blue Knight)
14/15 Development (+1 from The Blue Knight)
SAY IT WITH ME KIDS!
SMAAAAASH!!!!!!!
A massive yellow spongey figure climbs up out of the wall, taking all the pipe organs with him and lumbering away from the battlefield in search of water.
The Godmodder just stands there, dumbfounded. Wat.
What just happened?
The great beast looks about, driven by one instinct.
To find water.
Using it's headholes to listen, it can hear waves crashing against a distant shore.
Everyone is silent, even the Anklebiters, as they observe such a majestic creature clumsily prance away from the battlefield.
There is an awkward silence for about 5 minutes, before everyone remembers what they were doing again.
I think you deserve an explanation for what I just did.
So basically, I figured out that most, if not all of The Wall is made from the slumbering, very dried out form of Spongebob Squarepants. I gave it some water, enough to kickstart it's natural processes to revivify. It then rose out of the ground, and is now fully mobile. I attempted to describe him with purple prose, interspersed with an altered and extended cut of his theme song.
Bulldozer [AG] 75,000/75,000 HP. 20,000/20,000 HP (Visor). 30,000/30,000 HP (Faceplate).
Passives:
Bullet Sponge. Takes 0.5x damage from all sources until both shields are taken out.
Aim For the Head. Take 2x from an attack dealing over 25,000 damage once both shields are taken out.
The Bulldozer takes out his shotgun and shoots the Massive Wall.
Redstone takes out an axe and plants it into the ground. Suddenly, walls rip out of the ground around JOE, and axe spikes encircle JOE and crush him.
20/20. Deal with the Enchantress. (Waiting for Enerald).
9/20. The Vital Vitriol.
+2 @Enerald_Mann
I crash the Hype Train for Cuphead and the Hype Train for BATIM Chapter 3 into the Massive Wall.
I attempt to shake the wall to death by spamming knockback shots into it. The wall is too well reinforced to be knocked back, but the impacts should rock its foundation and soften it up.
16/20 Chronal Accelerator
9/20 I don't know yet
+2 @redstonetam15
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do). My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
Base Defenses: Several advanced traps protecting my base.
7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
16/20 perrrrrrrceptual form
new: 3/? sighhhhh +1 talist
+1 talist +1 mirror Pebbletopia dop!
the fighter jets open fire. 3 out of the four shots land! one of the shots has its trajectory altered so it hits a simpler-to-calculate-damage-do sector: the green thing.
one of the shots almost hits a normal god for <Insufficient> a bit of damage, but not quite. instead it pierces the mountain and sits there.
and the third of the three hits one of mirrors many walls. boink.
mages move up. I forget tunneling speed, then recalculate it and probably make it faster.
I look at my now-possibly-damaged body and, if it is damaged, decide to reverse the flow of time on it for a few moments, undoing some of the damage i've taken. sadly, time-reversed matter is just like antimatter, which means I can only do this in outer space or the large hadron collider. I figure the large hadron collider will be easier to reach or create, so i make a new large hadron collider in the middle of the battlefield. before people realise that this should affect nothing whatsoever, being mostly underground, I jump into the new LHC and quickkciuq dna CHL wen eht otni pmuj I ,dnuorgrednu yltsom gnieb ,reveostahw ginhton tceffa [oh hey look, affect backwards is like assault in hebrew] dlouhs siht taht esilaes...............................................
after about three times the length of the non-back-in-time parts of my post, I stop going back in time and start to wonder why I am floating in the large hadron collider instead of in the middle of being exploded or ripped apart or crushed by whoever's attack was partially done having its damage healed.
i then look at the top of my post and figure it out.
anyway this heals mees, preferably undoing marked with luin as first priority.
EDIT:
Also...
i thought marked with luin meant that after 5 posts by the blue knight, or maybe the entitys owner, as opposed to after 5 posts by any player.
Side Quest Action:
Thina walks around the outskirts of the generator room, looking for any ways in or out of the room. Then after that, she investigates the broken weaponry.
Entity Orders - If he's not stunned, Pepsiman slide tackles Bouvreuil.
There don't seem to be any noteable ways in or out of the room, just the main door, oh, well, there's some vents too if you want to count those, but it seems the main entry's the only one.
The broken weaponry is of various makes, a lot of it seems to be made by whatever group made the three weapons you're currently holding onto though.
[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.
Durability- 4/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.
(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.
Health- 40,000/40,000
Attack power- 0
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.
Number- 20
Health per- 5,000
Attack power per- 1,500
Current Total damage- 30,000
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.
Health- 40,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.
(No one cured it so the Mark of Lúin should have activated and dealt the player equivalent of 30,000 damage to JOEbob just after TOG: Drizzle's last post.)
After JOEbob's healing is finished the Knight grabs JOEbob and pulls him out of his "large hadron collider." The Knight then tosses JOEbob upwards with such force that he enters the planet's orbit. The Knight then mounts his stead brandishing Lúin and begins to ride opposite of the direction he tossed JOEbob in.
JOEbob's orbit destabilizes right around the current battleground and he begins to plummet back to the earth however instead of being greeted by the ground he finds himself once again on the tip of a silver lance. After slowing down his horse the Knight flings JOEbob from his lance into the force of bear men who proceed to crowd around and beat up his tough body.
(Not using Lúin in this post.)
[Orders]
Ursine Warriors- Beat up JOEbob as described in my post. (I forgot to mention it in my original description of the ability but the Ursine Warriors' Surround ability doesn't work on Descended because that would be too intrusive I feel. If JOEbob is dead the Warriors attack the wall.)
I'm sorry, I'm not letting status effects act on a per-post basis because that keeps people from having the chance to intercept them, I didn't realize you meant player posts when you initially summoned it, which may have been a reading failure on my part, but the decision still stands.
4 more damage to JOEbob in the process of reentry to the lance.
#ScavengedWeaponry
The Godmodder looks out as the wall crumbles. You know what? I knew this was going to happen, but I'm still angry. Oh well, no point in keeping the anklebiters around. The Godmodder takes out massive speaker and lobs it into the distance, where it begins playing ice cream truck music. Soon enough the Terror Anklebiters have left the scene, chasing after illusory ice cream. The Godmodder rolls his shoulders and then cricks his neck, then takes a few steps backwards as everyone points their weapons at him.
Whoa, such hostility. Come on, you guys must know you can't hurt me right now. I could technically try and abuse my invincibility like some certain other bosses would, but just like them, there's a flaw in that plan, and we all already know it too, so I'm going to stop rambling and instead fall back so I can introduce you to my next toy.
The Godmodder turns around and jumps off into the distance, towards the massive black spire and the smoke and metallic clanging of work on something mechanical. You all look at each other. You've taken down HATRED, a fortress on wheels, the mercs of TF2 and even the ultimate evolution of internet trolls. You're ready for whatever the Godmodder has ready for you. You're sure of it. You pack up your weaponry and charge.
You are greeted by a powerful sight. A massive towering mecha with guns and cannons bristling out of it in all sorts of places, two glowing red eyes from the top of the massive structure greet your view.
C-Mech Ω
Explosive Colossus.
I found this right here in the outskirts of Aetheria, ancient city, once the stronghold of, well, you don't need to know that, I don't think. I hope to have wiped you off the face of this universe by the time you learn anything about the riches this place holds. Suffice it to say that there was a really big war here at one time, and this thing? Well, it was one of the bigger weapons assembled for battlefield usage.
I hope you like exploding, because you'll be doing a lot of it.
How To Play:
This is the first gimmicky boss battle. It's not SUPER gimmicky, I'm not like, drowning you in tazzbosses or anything, especially not at this point in the game, but expect everything to be exploding. A handful of types of defense you could normally use to defend an entity will be less than effective here, and the C MECH will be dropping all kinds of AoE.
Ideally, you want to kill it before Bomb Voyage goes off, but unlike most "ominous final timer" boss abilities, it's not the end of the world if it goes off.
Finally, the scaffolding. It's doing SOMETHING. Killing it will probably be beneficial to your cause.
Itinerary:
Destroy the C-Mech Ω!
Distance: 100%
Main Battlefield:
Entity Advantage: N/A
The Godmodder [PG]: Hp: 90/100. Shielded. Fluorite Duet [A] Aetheric Particle Collider [A] Swordchucks Round 2 [A]
Pepsi Machine [PG - Talist]: Hp: ∞/∞ C MECH-Ω [PG][GUARDIAN: Hp: 1,750,000/1,750,000. Boombox: 1/2. Autocannons, roll out: 1/3. Surface-to-surface: 1/5. Bomb Voyage: 1/8. Scaffolding: 250,000/250,000
JOEbob [PG - player]: Hp: 8/20. 2 regen. Marked by Luin: 4 rounds left. Hamsas of Hamsaness [A]. Overstayed My Welcome: 4/5.
TOG II* [N - TOG]: Hp: 100,000/100,000
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Daemonette [AG - eternalstruggle]: Hp: 60,000/66,000. 25% dodge. Plot Armor.
Bouvreuil [AG - The Blue Knight]: Hp: 40,000/40,000.
Zarya [AG - crusher48]: Hp: 25,000/80,000. 59,000 Charge. Graviton Surge: 7/7. Burning: 1 round.
Donovan [AG - enerald_,mann]: Hp: 132,000/225,000. Rapid Basic Attack: 3/3. Caltrops: 2/5. Deal With The Enchantress: 7/10. stoneskin 1 round. Scattered.
Gnome Core [AG - Crusher48]: Hp: 17,000/50,000. Head: 1 segments: Body: 10 segments. Leg x2: 6 segments. 1 research point. Shield: 14,000/30,000
Pepsiman [PG - Talist]: Hp: ∞/∞. Time Left: 65. Pepsi Cans: 0
Technocratic Spearhead Forces [AG - I Just Write]: Hp: 124,000/160,000. 20000 regen.
Lucio [AG - crusher48]: Hp: 34,000/50,000. Amp It Up: 2/3. Sound Barrier: 5/5. 30% dodge. 5000 regen.
Technocratic Relief Forces [AG - I Just Write]: Hp: 138,000/160,000. 20000 regen
The Terrible Idea [AG - variant]: Hp: 46,000/55,000
Technocratic Assault Forces [AG - I Just Write]: Hp: 11,000/80,000. 10000 regen
Adamantite Mech [AG - variant]: Hp: 41,000/60,000. 2000 regen. Missile Massacre 3/3. Heavy Charge Beam 3/5.
Ursine Warriors x20 [AG - The Blue Knight]: Hp: 5,000/5,000.
Bess [AG - The Blue Knight]: Hp: 40,000/40,000.
Bulldozer [AG - redstonetam]: Hp: 75,000/75,000. Visor: 20,000/20,000. Faceplate: 30,000/30,000.
Crusher48 [AG - Player]: Hp: 20/20. Auto-crafter [A] Durability: 3/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields. Electrostaff [A] durability: 10/10.
DCCCV [AG - Player]: Hp: 20/20. Oilstone [A] durability: 9/10.
The Blue Knight [AG - Player]: Hp: 20/20. Lúin [A] Durability: 4/5
The Fortress (sidequest):
Variant [AG - Player]
The Bunker (sidequest):
Personal Defense Drone [PG - Talist]: Hp: 120,000/120,000.
2 guns. [A]
disassembled white gun
Thina [PG - Player]
[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.
Durability- 4/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 2 rounds the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.
(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.
Health- 40,000/40,000
Attack power- 0
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.
Number- 20
Health per- 5,000
Attack power per- 1,500
Current Total damage- 30,000
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.
Health- 40,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.
Wrapping around for another go at JOEbob, the Blue Knight leans over the side of Bess and grabs JOEbob by his leg. The Knight then urges Bess to speed up as he himself begins casually reading a chapter of "The Nature of Split Personalities." JOEbob is dragged by his leg along the hard ground at high speeds for several minutes before getting himself free.
[Orders]
Bouvreuil- Scout the area around the Guardian.
Ursine Warriors- Lay a further beat down on JOEbob if he's still alive, otherwise begin bashing down the base of the scaffolding.
During the brief lull in the fighting, a message arrives for General Mack, stating quite simply Message to General Mack
We have succeeded in replicating Anomalous Individual #449192A, though only a single fully-functional example of the template was completed. Given the nature of the threats you are facing, they have been deployed to the staging area at your back lines, in order to provide esoteric support.
General Action: Emergency Reinforcements
Looking out on the battlefield, General Mack saw the sorry state of the Assault Forces, and immediately called out "Logistic corps, the Assault Forces need additional reinforcements, NOW!"
In the staging dimension adjacent to the battlefield, several additional squadrons of tanks and mechanized infantry were fast-tracked, being shuffled into the teleporters leading to the battlefield at an alarming rate. On the battlefield, the badly flagging Assault Forces immediately gained a massive infusion of men and materiel, those same war machines and flash-built cyborgs arriving in flashes of Cherenkov Blue from the teleportation process.
Relativistic Bitchslap (13 charge attack focused on JOE)
Looking at JOEbob in the planning center, General Mack asked "Why is that ass still alive?"
No-one answers, before the general continues, saying "I don't really care why, to be honest, just so long as it gets fixed."
Light years away, in another dimension, a small jump-equipped drone receives a signal. It's seemingly innocuous, being the size of a volleyball, and lacking in equipment besides the bare minimum needed to jump to its target with pinpoint accuracy. It is, however, moving at 0.994c. More properly, such a device is known to the Technocracy as a Jump Equipped Relativistic Submunition, or JERSM.
It takes all of half a second for the JERSM to re-orient for the jump, before it punches a small wormhole open for all of a microsecond, slipping through nearly instantly.
At that same time, on the battlefield, the light-hugging projectile appears precisely 0.3 meters away from impacting JOE in the head, slamming into him in less time than it takes for a neuron to fire, giving no chance whatsoever of a reaction.
At the speeds the relativistic weapon is impacting, ideas such as 'penetration' and 'fragmentation' are laughably inadequate. The mass is moving faster than the speed of sound in any solid material, causing the material in its way to compress, rather than get shoved out of the way. And at the speed these things are moving, the compression is more than adequate to trigger thermonuclear fusion, with JOE's body from the shoulders up being the fuel.
From an outside perspective, all of this happens far too fast to even percieve; one moment JOE is rather battered, though alive. The next moment, everything within a massive radius of him is annihilated by the sort of explosion that could easily be mistaken for a high-yield thermonuclear weapon if not for the abnormally low radiation levels. (any overflow damage hits the Scaffolding)
Entity Orders
Technocratic Relief Forces: Heal the Technocratic Assault Forces if they're alive; otherwise heal the Spearhead Forces. If both of them are dead, attack the Scaffolding.
Technocratic Assault Forces: Attack the Scaffolding
17/20 perrrrrrrceptual form
4/? sighhhhh
if sigh got used, 1/? newsfish
+1 talist +1 mirror
place.
I am probably dead. if I am not dead, I praise my good luck and heal myself.
however, as stated, i am probably dead. if I am dead and IJW tried to grab the hamsa, sighhhhh will activate and a loud sigh will emanate from my corpse. the sound will startle them, before by body lurches to life, clambering over to the hamsa,sighing all the while. the loud sigh's stun IJW via the magic of unpleasantly loud sighs, before I kick the hamsa away. it hits a rock as it skids across the ground, before soaring into TOG's hands.
if anyone tries to steal the hamsa later, sighhhhh activates for the same effect as above.
I also res-pawn.
Large quantities of war material had been destroyed in the battle, and even as new reinforcements were teleported in the Daemonette walked over to the destroyed remnants. Waste, now waste was inefficient. In this particular set of circumstances, it was imperfect, and that would not do.
In the center of the mass of ruined tanks and dead cyborgs, she simply stood, muttering a few words. The Gods could tell that the wall between realities was weakening, waning, and already they sent through their minions to do their deeds. In this case, humble unaligned creatures, mere wisps and motes of power emerged into the Materium, and flew into the elite troops.
Instantly, many of the dead began to rise, but there was a distinct wrongness there. They thrummed with unnatural power and walked despite their wounds, moving as if matter was present even when there wasn't. The armored vehicles acted similarly, driving even with destroyed movement systems, turrets with cooked off ammo swinging round and loading new shells or charging up ruined capacitors, rumbling and twitching with an organic fluidity. They had been healed in effect, but a more accurate term would be possessed.
"By Daemons be driven." The Daemonette muttered. "Lost souls vanish, for by Daemons they are driven."
I walk over to a random convenience store, I grab a 6 pack of Pepsi, wait in line, pay for it at the register, and give it to PEPSI MAN. I also put my new artifacts to work by using Weakness Roulette on Zarya, and using Blessed Lottery on the Scaffolding, randomly of course. The buff and debuffing take precedence.
20/20 +1 from JOE Disease
by
20/20 +1 from Talist Vaccine: I create two needles, one is filled with something that reminds you of Corruption, just more liquidy, while the other brings back memories of Purity. A rectangular backpack appears on my back, and two tubes connect the needles to it. I summon my first Artifact.
Disease by Vaccine is quite simple, I can inject someone with a venom, basicly using Weakness Roulette on them, and I can cast what Purity's version would be if she had one, called Blessed Lottery, in exchange, I can't inflict any damage as is. It has 3 charge abilities, Blight, a 5 turn charge that inflicts an extremely negative ailment upon 3 random enemies, Vaccination, 5 turn charge, same thing, but with boosts to 3 random allies, with the 10 turn charge being Toxic/Cure, which gives a random boost to a random number of allies, and inflicts a random number of enemies with a random affliction. I can inflict a random debuff on an enemy and buff a ally in the same action. Unless that's too much.
It is very appropriate that I should once again engage in Godmodder destruction right after the GM makes a bigger fish joke.
Screaming down as it crashes through space and time, a Bigger Fish impacts the most convenient PG target with infinite expandiness, depositing a Minecraft avatar in its explosive, blubbery wake.
20/20. Deal with the Enchantress. (Waiting for Enerald).
10/20. The Vital Vitriol.
+2 @Enerald_Mann
I teleport the Scaffolding into Turbo Dismount. Results are predictable.
How To Play:
This is the first gimmicky boss battle. It's not SUPER gimmicky, I'm not like, drowning you in tazzbosses or anything, especially not at this point in the game, but expect everything to be exploding. A handful of types of defense you could normally use to defend an entity will be less than effective here, and the C MECH will be dropping all kinds of AoE.
Ideally, you want to kill it before Bomb Voyage goes off, but unlike most "ominous final timer" boss abilities, it's not the end of the world if it goes off.
Finally, the scaffolding. It's doing SOMETHING. Killing it will probably be beneficial to your cause.
Additionally, the two runners ups (it was pretty close this time but I feel like JOEbob did the best job out of everyone this time around.) are as follows:
DCCCV
And I Just Write
I Just Write and DCCCV both gain a +10 charge token and the ability to reuse their images for (what'll probably be pretty good) SMAAAASHes.
JOEbob, on the other hand, gets to derail my precious Guardian fight with a 50 charge token.
JOE, just an open later, and I know I USUALLY prefer to have these tokens used immediately, but if you could hold off on spending that 50 until the Guardian is dead, that'd be wonderful.
Anyways, time to get to work attacking the C-mech.
Scan: The C-mech, focusing on its Scaffolding.
Okay, so the C-mech is an odd design for a mech, and a stupid design for a firing platform in general. Normally, the shape of a firing platform is a key part of the protection of the craft: military vehicles are generally built with as little unused space as possible, because a smaller profile can be the difference between a devastating hit and a glancing blow. Compared to tanks, mechs tend to operate as glass cannons, with their large profile maximizing the amount of firepower they can direct at enemies, but also making them easy to hit and easy to cripple with targeted attacks. However, the C-mech is basically a tower with tiny stubby legs on the bottom. That minimizes the amount of space it has to mount weapons, and also means that the distance between its center of mass and the area that its legs can support is really small. So small, in fact, that I suspect the only thing keeping a stiff breeze from knocking it over is the scaffolding surrounding it.
I decide to follow a hunch. Suspecting that the C-mech might actually be a mobile missile silo with a GIANT missile hiding inside its structure, I build a payload specifically designed to sabotage that missile. A few (time-dilated) minutes later, I come out with the Kinetic Energy Lamprey, and use my Ballistic calculator to land it on top of the C-mech's head. The Kinetic Energy Lamprey remains inert on top of the C-mech's head until a missile is launched. When a launch is detected, the lamprey will detach from the head, plant itself into the missile, and activate a modified Immovable Rod function. This will make it effectively so massive that the missile is pulled off course, and since even the slighest course error can ruin a rocket launch, it should turn a nuke aimed at our forces into a nuke landing in an empty field somewhere, or even possibly a nuke falling back down on the PG side of the battlefield.
Then, I attempt to shsatter the scaffolding by shooting Knockback Shots into the C-mech's head. Though the scaffolding does keep the C-mech up, the stress from the shockwaves will buckle those supports quite a bit.
Entity Actions:
Zarya shields herself, then fires on the C-mech.
Lucio does a really cool stunt. He dashes over to the C-mech, begins wallriding up it, ends up at the C-mech's boombox, and uses the boombox to amplify Sound Barrier. The massive dubstep solo coming out of the boombox not only causes damage to the mech from the huge sonic waves coming out, but also ends up nullifying most of its attacks because of the sound barrier that ends up surrounding it. I don't know how he got his equipment to interface with the C-mech's boombox to do that, but it worked (tl;dr lucio activates Sound Barrier and attacks the C-mech, also provides healing aura to random damaged allies).
The Golem Core notes that its reconfiguration failed due to the C-mech's arrival somehow, and it is thus unable to do any offensive action. If it gains new segments, it will build up its head to 3 segments and construct an arm after keeping 10 parts in Body.
16/20 Chronal Accelerator
9/20 I don't know yet
+2 @redstonetam15
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do). My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
Base Defenses: Several advanced traps protecting my base.
7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
18/20 Deal with the Enchantress
11/20 An attack of some kind
+2 @plague126
Emerald looks over at Donovan "Hey, just try to hold on a little longer, ok? I've got something good for you soon"
Donovan, currently mostly made of stone, can't exactly speak, but manages to nod.
Then he takes his lamp, places it in the ground, and, fires some...water? Somehow I guess? at the C-Mech
19/20 perrrrrrrceptual form +1 miror
5 (after plusses, 11?) /? sighhhhh OR (+ up to 4 from tog, up to 1 from mirror, and probably 1 talist)
2(after plusses, 8?) /? newsfish (+ up to 4 from tog, up to 1 from mirror, and probably 1 talist)
+2 TOG because niceness and he is doing me a favour now so uh stouff.
I continue to respawn. text appears in the air around my respawning body "sure, I'll hold off on using the 50. i was planning on waiting for later anyway."
Observations on the C-Mech:
Interesting. It seems to be something that was designed to be given a direction and hoped nothing you care about is in it's path.
I use the oilstone to dab a liberal amount of oil onto the C-Mech.
New Charge 16/20 (+10 from Token, +1 redstonetam
16/20 Development
The Daemonette looked up at the massive war machine. "Scavenged." She says. "Only scavenged. You couldn't build a bigger, better Guardian, it had to be scavenged. What a terrible decay of knowledge, how very human."
Stepping lightly forward, she gazed up at the war machine, and spoke as power began flowing through the area. "So be it."
She yelled, a voice booming with vast authority, divine authority, and heedless of any consequences she spoke directly to the Godmodder himself. "The gods are not angered, but intrigued. They have requested ruination be brought to this world and to you in their name, so that they may grow in glory and crush this pathetic attempt at interdimensional conquest. The gods thus send against you their wrath, and I am but the messenger. Behold a mere sample of their might."
20 post charge USED.
A Warp Portal, larger than any of those that had appeared before, was torn open in space. A shadowy set of figures appeared, reality twisting and undulating as something more concrete took form. The C-Mech Ω was massive, a few hundred meters tall or so, but this new figure was taller still. 600 meters in height, and hardly spindly, the Abominatus-class Titan stepped forth through the portal, ready to do battle. Size wasn't everything but it was a lot of things, so this new combatant might be almost as potent as the C-Mech.
It would not remain for long, however. The Daemonette had long since come to realize that in this place and with this power it was all too easy to summon something far beyond your means and have it attack one before disappearing, and sometimes this was good. Here, in this case, she had done such deliberately, after all. Still, the point was that having access in theory to such potent war machines meant little if you couldn't deploy them, and in addition the massive Abominatus-class was rare indeed, each Titan of such size being a nigh-irreplaceable relic itself. The ability to construct and keep deployed troops was the proper measure of power. And the Titan was definitely not as potent overall as the enemy Mech, even if it did stay around, which it wouldn't.
Still, that didn't matter. For her main target was not the C-Mech Ω itself, but instead its scaffolding.
The Plasma Annihilator was an unsubtle weapon, she mused. An arm mounted that had to be on the larger kind of Battle Titans at a minimum, it was the sort of gun one used when they wanted nothing in the target area. It was not at all like the knife, the silent blade in the night or the back, or in the back during the night. It was not precise, it was not quiet. In fact it fired the stuff of stars screaming through the air, it would be impossible to miss if you were in the same city, and a pretty sizable city at that.
The Daemonette had, however, come to appreciate the value of just having a really big gun.
Auspex arrays swept over the Omega, lighting it up with a dozen different sensor types and acquiring the target near instantly. The C-Mech was many things, but like the Abominatus subtle was not one of them, and its massive heat and mass signatures meant it had been logged as a likely threat and targeted before the Princeps even commanded it to be fired upon. A child could make this shot, let alone an experienced Titan command crew.
"PRAISE BE TO THE TRUE MECHANICUS
FOR THEY MAY DELIVER US FROM LIGHT" A voice came, this one speaking not with divine power but enormous loudspeakers, arcane Voxcaster systems projecting the prayer across the battlefield. A cant that would ensure an excellent firing of the weapon by appeasing its machine spirit, or perhaps in this case the Daemon inhabiting the machine as a whole that hungered for conflict. Conflict it might not perhaps get beyond one shot, but that one shot would be a devastating and terrible blow. This it would ensure.
Ignition sequence primed, flow rate rising.
"WHEN DELIVERANCE COMES, WE RISE
AND ENTER THE GLORY OF THE DARKNESS"
Ignition sequence active, flow rate nominal. The charge coils on the machine's arms began to glow red, first the base and then creeping forward. Bundles of internal cabling bean to glow red hot as power flowed through conduits from the massive and massively powerful central Plasma Reactor to the heavy weapon, a mixture of electricity and actual plasma to fuel its potent destructive blast.
"THE DARKNESS IS NOT THE DARK OF IGNORANCE
BUT THE BLESSED DARKNESS OF THE GODS' DOMAIN"
Reactor is being taxed, diverting power to charge systems, flow rate nominal. The Daemon sighed, tapping a point on her claw arm where a watch would be on a human while looking irritably at the Abominatus. A cold start plasma reaction wasn't quick, but they were on the clock. As time passed, the Titan would be pulled back slowly into the Warp until all at once it would vanish entirely. They needed to make the shot quickly.
"A DARKNESS OF DEEPEST ENLIGHTENMENT
SO IN THEIR NAME, LET THE GALAXY BURN!"
Ignition achieved, flow rate maximum, target locked, firing systems engaging, destroy the enemy and praise the Omnissiah. At last, the charge coils were one and all red, flashing brightly as an orb of plasma gathered in the barrel of the weapon. Taking a colossal step forward, the Abominatus leveled the Annihilator and took careful aim, pointing it right at the center of the C-Mech Ω. Still stuck in its scaffolding, although not for long, it couldn't possibly evade, at least not in time.
The Plasma Annihilator fired, blinding those present as it roared its wrath. Quite literally roared as well, the Greater Daemon bound to the machine speaking through the plasma sphere as it shot forth, a great guttural cry of sheer wrath and power a warning to those present not to get in its way as its foul Warp energies suffused and further empowered the shot. Not that it was particularly needed, the weapon by its lonesome was an anti-Titan device, capable of boiling away all the armor plating of a Warhound in a single blast, even through a Scout Titan's potent defensive Void Shields. Sadly, the C-Mech Ω was larger and tougher than a mere Warhound, but the damage would still be significant.
When the light faded and everyone could see again, the devastation was immense. Some may have likened it to the Komato Alpha Strike, but this was different. More potent, more focused. Whereas before the battlefield had to be evacuated due to the general bombardment, the Plasma Annihilator instead provided a somewhat contained blast. That hardly diminished its effect, of course, in fact it was quite the opposite. Its heat and the concussive force of the blast had totally knocked down the scaffolding, leaving none or at best very little standing. In fact, the majority of it had been vaporized outright in the blast, metallic girders turned to so much slag and even vapor, the remains knocked down, even those on the other side of the machine weren't immune to the immense heat and force.
The good news, what little good news there could reasonably be for the Ω in this situation, was that it was mostly intercepted by said scaffolding. Armor plating smouldered, naturally, but little if any real damage had been done. Only any overflow damage after the scaffolding had been wiped from existence, if it had at all, would be dealt to the C-Mech. The salvaged and Godmodder reinforced armor plating was strong, it looked like, but hardly invincible.
As for the Abominatus itself, it had left. Its time was up and it had been pulled back to the Warp, leaving a few simple footprints as the only evidence of its passage. That and the smouldering wreckage of the scaffolding, of course. It had, however, fired various shells and Lascannon blasts at the remains of the scaffolding, ensuring there truly was nothing left of it to possibly aid the C-Mech. The forces of Chaos were nothing if not petty, after all, so they would rarely miss an opportunity for a few last shots.
The Daemonette smirked as she gazed on the destruction she had wrought. Oh yes, the orbital bombardment from before was similar, but this was truly hers, and she reveled in the perfection of the obliteration. If this wasn't a good start to a battle, she had no clue what was.
Charges:
War Wars Episode 3: Revenge of the Krork: 15/20.
Wrath of the Gods: 20/20, used.
Looking at the scaffolding holding up the C MECH, General Mack calls out "All forces, fire incendiaries."
A barrage of munitions and laser beams quickly besets the C MECH-Ω, not doing much to the machine itself, but quickly setting the scaffolding ablaze. Napalm, Thermite, and the raw heat delivered by lasers all contributed to the inferno, beginning the process of reducing the scaffolding to ash, the workers still on it audibly screaming in agony and fear as they either burned or fell to their deaths. The radiant heat made the C MECH-Ω's hull glow a dull orange from mere proximity as its support structures quickly fell away.
13/20. The Vital Vitriol.
1/20. The Leader of the Order
Deal with the Enchantress released!
I use the power of my 20 post charge to turn Donovan into Spectre Knight, but this doesn't take effect until Enerald_Mann uses his Deal with the Enchantress Charge, effectively making this upgrade into Spectre Knight have the equivalent power of a 40-post charge.
ACTION.
I force the Scaffolding to beat Cuphead, with every death giving it an electric shock. Safe to say, it's getting a lot of electric shocks.
+2 @Enerald_Mann
Okay, so this thing certainly looks very intimidating. Is it capable of moving? It doesn't look like it. But those eyes... they scare me. It's as if they drill into my very being. They peer into my very soul. Since it's making me very uncomfortable, I summon myself a pair of picks and begin to climb up the C-Mech to take out it's eyes. It's a relatively easy affair, considering the amount of damage this thing has sustained, there are plenty of hand and footholds present. Where there aren't any, I make my own by first altering the composition of the armour plating, making it softer, and then ramming my picks into it with descendant enhanced strength. It's slow, but then again, I'm only one person. One person, in a war that's meant to be fought by armies. There's only so much I can possibly do. I get to the "neck" of the C-Mech, where I begin to climb under it's head. It is there that I find that I just can't go any further. I got no more strength. I can only cling. I take a look down at the path I had carved in the body of the Mech, and I am pleased at what I was able to do. With nothing else to do, I hang on the underside of the C-Mech's head, watching as greater beings do their thing.
I "help" construct the C-mech so incompetently that the scaffolding falls apart. If there is no scaffolding, I "accidently" steal the weapon controller for one of its small guns and run off with it for analysis.
Scan: The C-mech, focusing on revealing a special ability.
17/20 Chronal Accelerator
10/20 I don't know yet
+2 @redstonetam15
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do). My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
Base Defenses: Several advanced traps protecting my base.
7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.