Alright, the beacon is active. It's time to deliver the payloads. These payloads are Infinite Mass Impactors, relativistic payloads that put other relativistic payloads to shame.
Now, remember how there was this whole discussion about how Immovable Rods can't be turned into kinetic energy weapons due to the "physics" involved with them? Well, the Foundation has a division devoted to reverse-engineering and improving on technology, and they found a way to get the effects into a useable form. By having the inertial effect ramp up over time, these impactors start at normal mass, but as they continue moving they build up inertia and become very difficult to get to stop moving or change the course of. The impactors are also equipped with a thrust system set up to bypass this, allowing them to be accelerated to high speeds without capping out due to the inertia.
Essentially, these impactors act like a snowball rolled down a mountain. They start with low mass and low speed, but they gain both effective mass and speed as they accelerate, meaning that impact power increases exponentially with distance.
The first iteration of these payloads, a desperate effort to counter a hostile planet flying towards Earth at impact velocity, were simply launched from a ship far away from the planet and didn't even reach a .01c, and they still blew huge chunks off the planet and put it on a miss trajectory. But now, they've added in a wormhole reactor, a pair of portals in a vacuum chamber with an infinite loop between them, to give the payloads a potentially infinite amount of time to build up energy before they are released. Of course, even with the time dilation staging area, the short notice for this mission only gave them enough time to get the impactors up to .1c, but it will have to be enough.
In the midst of the battle across the system, the Reconstructed Titan, the Foundation's flagship, arrives, placing itself directly above the battlefield and about 100 million miles away from the planet. The flagship is extremely large by Foundation standards, forming a cylinder about 1.5 kilometers long and 300 meters in diameter. The reason for its size is its spinal Weath Ray cannon, which due to the nature of Weath Rays cannot be stored in a subdimension and must entirely be housed in the dimension it is being fired in. However, much of the rest of the ship's equipment is stored in a subdimension, including a huge arsenal of technology. Any ships foolish enough to try their hand at attacking it are met with an arsenal of missiles, tearing them to pieces. However, the Foundation isn't going to risk their flagship just yet. It points itself at the planet (okay, technically it leads the target a bit), uses a quick deployment of portals to throw out the six Infinite Mass Impactors, then leaves the field shortly afterwards.
Oddly enough, the impactors aren't aimed for a direct impact on the planet. The objective is to crack the orbital defenses, not the planet. A direct impact might destroy the planet outright, but not only can the Godmodder easily rebuild the planet, but it would have less of an impact on the orbital defenses, and it would also mean our ground team is dead (because the Godmodder almost certainly wouldn't rebuild them). So instead, the Infinite Mass Impactors aim for glancing blows on the planet. Each torpedo slams through the defenses like nothing, plows through nearly a dozen miles of rock on the edge of the planet, and turns the planet's crust and upper mantle into a massive storm of rock, magma, and other debris launched into orbit.
Physics Note: the inertia gained by this effect hasn't been studied (primarily because there aren't enough deserted planets to test it on), but it's most likely somewhere around the range a normal immovable rod can get. Assuming that it has the same inertial multiplier as an immovable rod does (15452640000, or 1.545264*1010, source is on page 13 of this thread), the 2000kg payload has an effective mass of 3.090528e13. Combine that with the velocity of .1c (or 3e7 meters per second), each impactor has an impact power of 1.35e28 Joules. Though the payloads wouldn't be quite enough to outright destroy a planet like the Death Star does (and thus it wouldn't have much of an impact on the orbital defenses), it would be enough to shatter the planet's crust, break it into pieces, and turn it into a molten mess for the next few thousands years. That is, unless a Godmodder stepped in.
Then, after the intial impact shreds up the orbital defenses, random wormholes appear on the edge of the system, reflecting the Infinite Mass Impactors back towards the planet where they deliver secondary impacts, more glancing blows that release more rock into the orbital defenses, shredding any that survived the first strike.
Then, the Deathseekers make their move, as the craft fires a burst of weaponry forward and plows through whatever is left of both the orbital defenses and the rocks stuck in orbit. Their craft, the Supernova, arrives on the battlefield at last, bringing new firepower to the AG side. Though not yet; with its main pilot still recovering, it won't be able to take any actions on the turn it arrives.
The Deathseekers bring one of the most interesting ships to the field: the Hyperstorm. The Hyperstorm, despite being a small fighter craft on the outside, uses spatial distortion to carry a cruiser's worth of equipment, reactors, and weaponry on the inside, turning it into the TARDIS of combat craft. Its small size and high speed are put to use by precognitive pilots to make it nearly impossible to hit, and yet still maintain enough shielding to block those few attacks that do hit.
The Supernova takes this one step further. Not only does it have the dreaded psion Annabelle Lee as its pilot, but it also packs a significant dose of arcane enchantments amplifying its strength beyond what technology alone can give.
Power Level: Elite (100 charge)
Supernova: 200000/200000 Health, 80000 Base Attack
Defenses:
*Dodge Pool: With a skilled pilot at the helm, the Hyperstorm's evasion abilities are not based on chance. The Supernova has a pool of 50000 damage that must be depleted before it can take damage that regenerates after its turn. Note that this is not a dodge chance, and cannot be bypassed without depleting it. Also note that this is literally shields.
*Precognition: A single attack, no matter how powerful, will not take down a Hyperstorm. Each round, the Supernova will dodge the strongest attack against it, without inflicting any damage on its dodge pool. A truly exceptional attack may be able to bypass this, but the damage will still be significantly reduced and will still have to go through the dodge pool.
--Essentially, the craft dodges the strongest attack against it, plus 50000 other damage, before taking direct damage.
Attacks:
*Quad Lance: The Supernova carries four fusion lance batteries. Though these are normally combined into a single attack of 80000 power, it can instead be split into 4 seperate attacks of 20000 power, which can be sent at the same or different targets.
*Bomb Factory: The Supernova also possesses an internal bomb factory that builds up blaster bombs (basically green orb homing missiles) over time, and has the ability to release the whole load in a devastating strike. This bomb factory builds up 25000 capacity per turn, up to a maximum of 100000. As a free action, the Supernova can release these bombs to bombard opposing targets. However, every seperate group of 25000 has to be sent at a different target, because only so many bombs can occupy the same area of space at once.
*WHEN (WormHole Effect Needler): The Supernova's Weath Ray system is designed to fire in two modes. The first mode is a precision strike mode where a focused strike is delivered to cripple an enemy target. If no other weapons are fired, the Supernova can deliver a focused Weath Ray strike to cripple a target. This attack cannot be blocked, dodged or countered in any way. It deals 20000 damage, and in addition it knocks out or weakens a chosen enemy ability (depending on the ability's strength). For instance, the WHEN could be used on an entity with high damage to disrupt and weaken it, or it could be used on an entity about to unleash a charged attack to cause it to lose some of its charge.
*Weath Overload: If brute-force firepower is needed, the Supernova can channel all of its energy into a devastating attack. When this 3 turn charge is activated, the Hyperstorm loses all of its actions for the turn, loses its dodge pool for next turn, and begins charging the beam. If it is still alive on its next action, it will fire a devastating beam, dealing 250000 true damage.
Misc Abilities:
*Arcane Repair: The Supernova's hull is enchanted with arcane repair capabilities, regenerating lost defenses and converting supplied materials into useful components easily. The Supernova recieves 25% more healing, and regenerates 5000 health on any turn where it takes no health damage.
*Pocket Dimension: The Supernova's pocket dimension has been expanded even further than normal. Instead of bodyguarding normally, the Supernova puts a target into its pocket dimension. That ally is unable to take actions, but is completely immune to hostile actions while still being a valid target for friendly support such as healing. The Supernova can still take actions normally while doing this, but is vulnerable to mini-crits (same as normal for bodyguarding) due to the strain on systems imposed by doing this.
Also, the empire that I forgot the name of probably does something.
13/20 Mysterious Artifact
9/20 Beacon?
+2 @I just write
*TACTICAL DATA LOST*
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). Currently equipped to Tracer.
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user. Stolen by Godmodder.
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.
Healing Burst Shots: Specialized rounds that heal instead of harming the target, essentially firing a healing spell instead of a bullet.
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.
Immovable Magnet: A variant designed to briefly immobilize metal targets, burning through its stored energy in just a few seconds.
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.
Hey, where's my entity? The combo should be ready n- ... Oh... Oh. ... You know, this is why I always give my entities double HP, half damage. Maybe I should do group entities just so they have more HP. My limiting factor is good ideas, not charges. Also, Pepsiman should really be dead by now, considering all the missed turns I have with him.
+1 to MrMirrorMan, +1 to Joebob
Side Quest Action:
Hearing the thudding behind her, Thina changes direction by running towards the closest wall before springing up onto it and kicking off. Now running towards the exit, she tries to dart between the creatures legs and past it.
"No no please! Escape escape escape!"
And then, she runs out of the bunker, making erratic zig zags out of sight afterwards.
[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.
3/20 ligth +1 talist
5/20 shadew
+1 mirror +1 TOG (TOG, please use these plusses on only one of your charges, for reasons I'm sure you are already aware of.)
I shrug. the no-longer-flying fortress shrugs back. I shrug again. this continues for quite some time. the fortress does not have shrugging mechanisms. it was only able to shrug by detonating the lower sections of its front and back halves. I'm not on a horse. the detonations hurt the healy thing the daemonette summoned, thought not the fortress due to its new blast resistent shielding that it apparently has, and it knows this is bad, but it is compelled to continue. this continues for a while as a result, until either the healy thing dies or I get bored.
its probably the I get bored thing first, so I begin to ingest various drugs, most notably large amounts of sugar. yummyyummyyummySOMUCHSUGARSWEETYAYIPUNCHMYSELFINTHEFACETHEFLYINGFPRTRESRESPONDSANDPUNCHES ITSELF(theheallythingisapparentlyanelfiguess)INTHEM GACEE!!!THISREOEATS IOVER AND OWIER UNTUU THIS SHUFER HIGH RUNS OUTS!!! YIPPEESWEETS!IEATMORESUGARHAHAHAH[gets tranquilized by countermeasures to sugar high] Ow! th a t waszzzzzzzzzzzzzzzzzzzzzzzzzzzz.
some time later: ok sorry bout that but like whatever it happened what can ya do.
sidequest: Interesting indeed, dear piono. interesting indeed...
however, I'm still climbing this here tower. there might be something I'm not seeing, like a giant trap array that'll instakill me and can only be seen from really high up, for some reason.
I look up. no other balcony's above my kingbun-y self, good. looks like those got decayed, or maybe where never even built.
anyway, I prepare myself for a moment, and jump. again. the same way I did last time. I got halfway up the tower last time. I'm doing the same thing again. there's only half a tower left.
as such, I reach the top and fall face-first into the tower thing's roof.
back on the battlefield, I ask the godmodder a question. "So, godmodder, I just thought of something."
"The guardians for your later pillars become exponentially stronger, right?" "Why don't you move the guardian from your fourth pillar to the 3ed slot and vica verse?" "Sure, if the descendants get past them the powerbuff'll mean there'll hardly be any resistance when they fight the 3ed pillars guardian, but having #4 fight them while they have an extra pillar holding them back means it'll have a much better chance of victory, wouldn't it?"
"Hey boss, I think it's time to start overloading maybe more then one of those extra artifacts, I have to admit, it's beginning to look a little ridiculous seeing someone try to keep a hold of that many things." I then proceed to box a box that boxes a box in a box with a Random AG being boxed by the boxes in a box.
11/20+3 from JOE +1 from Talist
14/20
+1 JOE +1 Talist
Winding up to throw, I toss a handful of small objects at the Godmodder. The vast majority of them miss, even without any Godmodding taking place, but I just keep throwing them, even as the Godmodder plucks one out of the air and asks "A toothpick? Seriously?"
I simply reply "Incorrect. Toothpicks, plural." as I continue to throw the small wooden objects at the Godmodder, who simply shrugs and tosses the toothpick they grabbed over their shoulder. This is when I strike, quickly swapping that particular toothpick with a giant boulder, the rapidly expanding stone flinging the Godmodder forwards through the field of toothpicks, one of which quickly turns itself into an industrial woodchipper, grinding the Godmodder even as a toothpick immediately behind them turns into a cannon, blasting them with even more toothpicks, which turn into blazing hunks of Thermite in flight.
Even as the Godmodder wrenches themselves free of the woodchipper the block of Thermite are sailing towards them... and then a toothpick immediately below them turns into a spring-loaded knife and stabs the Godmodder in the groin. From there, yet another toothpick becomes a pneumatic launcher, flinging the Godmodder over the horizon, where they impact with a dull thud.
Charges
Giant Flying War Machine (20/20)(FIRING!)
Army (9/20)
Healer (1/20){new!}
Giant Flying War Machine: Type CV-309 'Drake' Aerospace Combat Vehicle
In the Technocracy's staging dimension, a total-conversion engine began to rumble as a machine lurched to life. 300 meters long, and carrying a multitude of weaponry, the war machine flung itself into the air, leaving a trail of flame behind it in the skies as it quickly reached cruising speed. As the power generators spun up to full output, the machine's mind fully came to awareness, even as General Mack teleported back aboard to take command.
As soon as he was seated in the command chair, the General called "Drake, please specify equipment parameters."
With that, the Drake flickered, before with the wrenching of distorted spacetime it appeared in the skies over the battlefield.
As soon as the duo of command cyborg and artificially intelligent war machine got their bearings over the battlefield, General Mack called out "We're taking out that thing, right now!" pointing out the Bomb-bot on the readout.
To this, the machine replied "Acknowledged, engaging target." as the turning thrusters fired, redirecting the Drake towards its target. Soon, the distance between the two units was rapidly shrinking, and with that, the war machine prepared to fire.
The many, many weapons mounts on the drake pivoted towards their target, and railgun shells began to sail through the air, accompanied by laser pulses from the vessel's FLS, and the ionized beam of death from the particle cannon. All of this slammed straight into the Bomb-Bot, blasting through its hull and shattering the many delicate mechanisms that allowed it to operate, even as the machine continued pounding away at its victim, aiming to completely annihilate them.
Soon, the deed was done, and the Drake began circling around the battlefield, looking for its next target.
Drake Aerospace Dominance Vehicle
-10,000 regen, prioritizing engines, then the Main Battery
-Alpha Strike
-25k Attack
-Hit Locations: Hull (65%, no extra effect), Ammo Storage (10%, double damage), Main Battery (15%, attack power reduced by half of damage taken), Two Engines (5% each, if both are destroyed, this Entity is immediately killed). The Hull and Ammo Storage share a health bar.
[A- Godmodder is hoarding it]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.
Durability- 3/5
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.)
[A- Godmodder is hoarding it]
20 charge artifact
A Pugio type dagger that exudes a menacing presence.
Durability- 14/15
Abilities-
Use in an attack- Consumes one durability and adds 10,000 damage to the base damage of a standard attack (automatically activates on any attack action)
[AG- controlled by the Blue Knight]
20 charge Entity
A Ranger of the Mistwald. Wears a mottled green cloak and is armed with a simple but finely crafted longbow, he also carries a variety of knives under his cloak. Is an expert in hit and run tactics.
Health- 22,000/65,000
Attack- 20,000
[Special ability]
Ambush- targets an entity and sets up an ambush near them consuming a turn, Any and All Entities that target the Entity which this ability targets the turn after the ambush was set up will take Halk's attack in damage including Entities which attempt to heal or bodyguard the targeted entity. Halk cannot act on his own during the turn the ambush is set up or the turn of the ambush itself. The ambush does not interfere with the actions performed by those caught in it. The Entity around which the ambush is being set up can be kept hidden (I will PM the target to Piono) however it can be discovered by spending an action to investigate or for free through chance by scanning the entity around which the ambush is being set up. (I will help Piono out here by stating it in OOC chat myself if an action is spent to discover the target or a scan was done by chance.)
The Godmodder tears off the Knight's left arm with ease. Where the Knight's arm should be there are a bundle of tubes filled with the blue liquid wrapped around a thin pole made of a silvery metal with a spherical protrusion where it would meet the Knight's torso. The tubes were torn when the Godmodder pulled the Knight's arm off the rest of his body and the blue liquid pours out from both the Knight's arm and shoulder creating a puddle of it on the ground.
The rest off the Knight's body falls backwards into a portal that just opened. Similarly William and all the supplies he was carrying are consumed by a rift in reality that opens right on top of them.
...
Energy from an unknown source flows into the Nuclear Explosion Elemental healing it.
[Orders]
Halk- Alpha strike participation if possible. Otherwise attacks Pepsiman to steal his pepsi.
18/? something not-bot-like this way comes Actually, you know what, fully expending.
Accessing system "Core32bitV98.275"... select a file from the list to open
>B*&C#.6.Ai >[email protected] >BBCode2.b@t
openning file...
file requires total control of system. allow?
>Y. [email protected] summoned!
50,000/50,000 HP 1/3 recover files... 1/5 recover more files...
active: bat swarm. summon 5 bAts, each of which gives allied summons 10% dodge on their first turn of existence, then 5% from then on. (max of 4 allied summons. bats cannot be part of the allied set.)
active: or is it boats? on the turn where you use this active, up to 2 allied entitys (including yourself if you wish) can get a boat as a free action. said boat bodyguards them.
passive: boat construction is easy! tell your friends! players can give the [email protected] a paper boat as a free action. this boat heals it, and, if it gets more then 5 boats in a round, summons a paper boat for it to sit in (further sets of 5+ improve the boat in which it sits.)
special: recover files. replace the @ with an o. remove or is it boats. future bAts are known as aerial defensive matrixes. free action. provides a minor self-buff.
special: recover more files: become a boatcore I.III, a entity that is similar to the bot core I but with boats, as well as being more support-focussed. also more HP.
(I needed inspiration so I decided to make a small callback
I then give it a paper boat as a free action. it is ordered to use bat swarm with allies being defined as it, the bot core I, the boombots, and the comically large bomb-bot.
new: 1/20
4/20 alright, I'll stop.
+1 mirror +1 TOG (TOG, please use these plusses on only one of your charges, for reasons I'm sure you are already aware of.)
Bibi, attack the flying fortess.
bot core, use cocoon. using boombox now would be a waste.
bots, swirl, comically large bomb-bot continues to be comically large.
mr entity advatage does something for the second time ever, dealing damage to borovic.
medic medicates the bot core, unless his overheal powers apply fully to the boombots (as opposed to 1/3 like with normal healing).
I charge the flying fortress, dealing as much damage as I can, mostly via rewinding the mines back into just prior to their explosions and causing them to fire again. this then happens again. and again.
I proceed to drop 72 large explosive devices on it, which explode, exploding it into the air, and causing it to crash again, yippee.
Sidequest (almost forgot!):
I check if there's a balcony nearby.. if yes, I get on to the balcony and catch my breath for a moment, encased in a bubble of accelerated time so I can catch my breath without wasting as long. jumping that high is pretty strenuous on the jumping muscles.
otherwise, I do the same, but not on a balcony.
the bAts aren't going to work as they are, that's a lot of dodge they're capable of setting up. Come up with something else for the bAts and I'll let this through.
16000 damage to the Flying Fortress.
Ion Cannon. 18/20
King of Fighters Talon: 9/20
+2 @DCCCV
Emerald feeds Spectre Knight an apple core, which works to restore his HP the same as a dead chicken does, although at a significantly lower rate, given that apples are less sentient than chickens.
Spectre Knight attacks the Medic, presumably finishing him off (Darkness: 95/100 if it finishes him off, 75/100 if it doesn't). O-MECH activates Lifesteal.exe and attacks Bibi Bunlover, regaining health proportional to the damage at a scaling.
I attempt to steal a cat from Mrs. Brovic, like this is some kinda spy-thievery-thriller thingy. Maybe Entrapment? That was a good movie, right? I do it like that. Except I catch the cat in a pokeball, because I'm hip and cool with the kids and stuff. Heck, I'll use a Master ball just to not screw this up.
The fortress smashes straight into the ground, through the lesser fortress and crumples instantly, barely avoiding reactor breach and subsequent detonation that would have done heavy damage to the nearby Daemonette, who is still knocked flat by the shockwave.
Scrambling back to her feet, the highly annoyed Daemon looks around, shouting at her various allies as the dust settles. "Now what the hell do we do? The Iron Men fortress just became a worthless pile of junk and the Elemental is almost about to blow! We're going to be pushed back shortly, anybody have suggestions?"
"We're not gonna get pushed back. To many of us at this point, I reckon." The Behemoth mused. "We have a lot of guns pointed in their general direction. Too many for them to simply ignore. Even if we do lose both units, we still hold a solid advantage."
The Daemonette snorts. "Ha! The enemy are about to get a wave of reinforcements large enough to crush us all, I reckon. The Godmodder does seem to always have a trick up his sleeve in cases like this. You saw what he just did, prepare for something similar but in terms of summoning new Entities. We're about to get hammered right back to where we started." She paused. "Unless I can perhaps undo some of the damage we sustained with reality-warping power, then we might be able to-"
"Ahem." The Doctor intruded through his communication drone. "I wouldn't be so hasty, if I were you. It looks like some kind of beacon using your Descendant Charge is being put up in orbit, and according to my calculations, it should be enough to allow the ships up there to punch a hole through the enemy defenses, and allow for reinforcements. Based on some communications I've intercepted, one of us down here has some friends up there. Letting them get through should be a significant boost to our forces!"
The Daemon twitches slightly. "Is it necessary that I do this now? Again, in case you haven't noticed, we're about to take heavy losses. Isn't it better to bunker down now instead of try for this sort of thing?"
"Well." The Eggman paused, stroking his mustache. "It does look like another will be able to finish the Beacon and break down the portal. I suppose it makes some sense to try and hold the line down here, then. Do as you wish, just keep that information in mind."
The Daemon nodded, before willing something into existence with her full pool of charge.
20 Charge Expended!
A wormhole of some kind, a distortion in spacetime is ripped open. On one side, the battlefield, and on the other most likely some kind of Men of Iron constructor. Perhaps another Commander, more likely a Vertex Microship with a full hold or two. Either way, through it came bright beams of construction that weaved new armor plating and systems over the heavily damaged Fortress, and potentially other targets as well should the portal stay long enough. It was fully stable, but relatively easy to destabilize. Still, it would allow for fairly potent healing potential while it remained.
Entity: Repair Portal
40k HP.
As much Healing as possible for that amount of HP, no regular Attack or special abilities.
General Action:
As this was happening, Mediator of Disputes was by no means idle in its own plight. Reclamation Drones swarmed over the crashed part, the ruins. The lesser fortress is salvaged, and the processed metals quickly fill the material bays of the Fortress. Enough that some of the Drones can switch over to construction, NanoLathe beams spraying out material instead of sucking it in. The spectacularly damaged parts of the Fortress are soon reinforced somewhat with fresh metal, and perhaps more importantly fresh systems. Antigravity plates, naturally only in key locations, began to slightly lift the fortress off the ground once again, and the underside looked almost presentable now thanks to the patchwork repairs done by the small fleet of drones. There was still a fair ways to go before it was restored to full functionality and integrity, and help would be very much appreciated, but it was a key first step in making sure that the Fortress could survive the coming onslaught.
Charges:
Reanimation Protocols: 20/20, used.
So It Comes Down To This: 3/20.
Entity Orders:
Daemonette flails about some more.
Krork Behemoth assaults the Bomb-bot.
Flying Fortress fails to fly or be a fortress due to crash landing and taking crippling damage.
Nuclear Explosion Elemental attacks Bibi Bunlover.
Egg Fleet attacks the Bomb-bot.
Repair Portal heals the Fortress.
Note: All forces that can are to attempt an Alpha Strike. The above orders are contingency orders, in case an AS cannot be achieved.
With the Boombot Core now exposed, I called the rear lines on my implanted radio, saying "Requesting an artillery fire mission on the Boombot Core. Co-ordinates +0.341,-9.870."
I soon get a reply from the artillery units far from the battlefield, with their response being "Affirmative; munitions on the way, laser guided."
Far, far from the battlefield, a battery of high-caliber railguns aimed towards the boombot, flinging massive 250 millimeter shells downrange. The projectiles sail through the air towards their target, deadly payloads armed and ready even as the shell's guidance systems engage.
Meanwhile, back on the battlefield I have my eyes in long-range viewing mode, with a laser designator in hand allowing me to direct the incoming munitions around any defenses the boombot core might have, evading them completely.
The shells slammed right into the boombot core, piercing its armor to the interior before detonating, the target shuddering as internal explosions damaged its crucial mechanisms.
Entity Orders
-Medical Department heals the Elemental
-Airbase 3 launches Drones
-Drones split up to take out as many low hp [PG] targets as possible, LEAVING THE BOOMBOTS ALONE!
"Okay team, the beacon is almost ready. We should be able to deploy soon."
"Or not. Annabelle and Lorso are down due to backlash after trying to contain a star's energy into a death beam. One that didn't work, by the way. I'm piloting the ship, but I'm not a good enough pilot to fight with it."
Well, great. Now we have to improvise.
"Are you sure you can't utilize its psionics systems?" Now, Darius was the closest this team had to a "Badass Normal", utilizing strange artifacts from various sources (and not even that many of my gadgets, oddly enough). However, oddly enough, psionics were part of the "normal" descriptor, with developments in technology making the abilities accessible to anyone willing to buy the necessary technology. Of course, it required quite a bit of training to use effectively, and some were just gifted with it more than others.
"Not at anywhere near her level of skill. Plus, if I black out from trying it and failing, Silence is the only one left on this end of the system, and he can't really communicate over the radio."
"Technically false. He can, but he really doesn't want to. Besides, he could probably establish the telepathic network when the barriers go down anyways."
"Look. I can get the ship to the planet, but I can't promise much else until Annabelle recovers."
"Well, can you at least set up the special delivery?"
"Yes, yes, I'll arrange that with the Foundation."
Meanwhile, Tracer gets bored with no significant threats to shoot at, and picks a fight with the Godmodder (aka she contributes to the alpha strike).
12/20 Mysterious Artifact
8/20 Beacon? (joint charge, 1/5 charging) (+1 enerald)
+2 @I just write
*TACTICAL DATA LOST*
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). Currently equipped to Tracer.
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user. Stolen by Godmodder.
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.
Healing Burst Shots: Specialized rounds that heal instead of harming the target, essentially firing a healing spell instead of a bullet.
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.
Immovable Magnet: A variant designed to briefly immobilize metal targets, burning through its stored energy in just a few seconds.
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.
As I wave goodbye and wish the Trolls good luck in their other ventures, I revisit my memories, to try find something that I can summon. I settle on recreating something that was particularly memorable: A giant, highly intelligent swarm of hard-light pixels.
Pixel Swarm, 128,000/128,000, Attack: 16,000
Special: Rough. Attack Damage Increases the lower the HP this thing has. Deals double damage when at Half HP, and Quadruple Damage when at Quarter HP, Octuple Damage when at One-Eighth HP, and you get the idea.
As for my actual attack, I attempt to pitch a baseball as hard as I can towards the Boombot Core, but miss horribly and hit the Godmodder instead. Because the baseball is moving at hypersonic speeds, It hits him before I get the chance to say, "Look out!"
Orders:
Ebony Guards, use Miasmic Enterprises on Mister Entity Advantage!
If possible, ALPHA STRIKE!
Pixel swarm's health halved to keep in line with the themeing of the health/attack and balancing at the same time, additionally the power increase stops at 1/8th health to prevent it from having an event where it winds up ending the round with 1000 health and deals a million damage.
The Godmodder catches the ball with ease, and throws it back at you at roughly the same speed. Hey you're playing catch!
Alright, since I can't use the 10 charge to fully heal the Bulldozer, I simply choose to heal it back up to full HP, with the Visor back in place if allowed.
The Bulldozer attacks the Medic. If someone decides to contribute an entity to the Alpha Strike, the Bulldozer will Alpha Strike.
The Dragonborn gets out a staff and casts an explosion at the Boombot Core. If that is dead, he uses a Pickpocketing spell to steal a bun from Bibi Bunlover. If someone decides to contribute an entity to the Alpha Strike, he will instead Alpha Strike.
Redstone decides to magically replace a bun with a "bun." This bun is made of foam.
(Action: Healing, split equally between Elemental and Behemoth.)
"Speaking of healing," The Behemoth said. "I just got hit hard. Mind getting around to me?"
The Daemonette considered it before shrugging, sauntering over to the Krork and spraying him down with regenerative dust, causing cracked and dented armor plating to smooth over, become fully protective once again, while also forcing out some shrapnel and causing the jagged edges of pierced defenses to shoot out fresh material to cover the wounds, while the dark green flesh underneath was likewise revitalized, leaving the Behemoth somewhat more healthy and definitely a lot less damaged looking.
"Good, now I probably won't get zogged if the Godmodder throws another weak attack my way. But I gotta ask ya, Daemon, what about the Nuclear thingy that you-"
Before he could finish, the Elemental erupted next to him in a great gout of fire, burning brighter and visibly becoming a bit less ragged, some of the impact of the heavy blows dealt to him previously fading away as it renewed itself like a phoenix. Naturally, considering its vast resistance to punishment, this new lease on life was only a minor part of its total health restored, but it was something. Something that would allow it to last for longer in this brutal war, perhaps. Certainly something that meant it would need more slightly effort to take down in the future.
"Well, well." The Daemon remarked. "Looks like something has its own will to live, then." She smirked, gazing deep into the surface of her talon-like arm. However, although it was slick, the carapace was too dark and dulled to let her see a reflection.
"We'll see." The Behemoth rumbled. "I wouldn't project just yet. Either way, we need to get going. This war looks to still be far from over."
Charges:
So It Comes Down To This: 5/20.
You'll Regret This: 1/20.
14000 of the Boombots are unable to withstand the shame of having their popcultural image ruined, and detonate themselves, dealing 21000 damage to Spectre Knight.
Ion Cannon. 20/20
King of Fighters Talon: 13/20
+2 @DCCCV
ION CANNON 20/20 [EXPANDING]
Emerald realizes something big is going on, and decides he should probably help out. He notices that they seem to be building some kind of beacon of some kind, likely to call in an ally for them. He wonders if anyone has done anything to block, you know, those orbital defenses that the Godmodder seems to have up, and realizes no one has. "Yo people, you realize this guy has, you know, some freaking defenses against giant orbital things coming in to try and kill him, right? Evidently not, so I'll help out with that"
He sighs and opens a portal into the workshop he used to fix up the O-MECH earlier. He doesn't actually enter it, instead expanding the portal into rather gigantic proportions, and several robot arms, no full robots, just arms, begin piling up metal and other miscellaneous items outside the portal, grabbing it from inside the workshop and bringing it out. He then realizes he screwed up and then opens a portal under the pile, bringing the metal much closer to the ongoing Beacon. He closes the workshop portal, figuring he has enough metal and materials for now.
He waves a finger and the metal begins twirling up into the air, twisting with force and shrieking with the sound metal tends to make when forcefully and suddenly bent, and the edges of them begin to glow a bright red, melding them together into what appears to be six smaller beacons, with spherical bottoms. He adds some of the other miscellaneous items in, a single yellow crystal into each of them, and a large blue crystal just stuck randomly on the side of the Beacon proper. Now when the orbital defenses activated in response to the Beacon drawing attention, the turrets would seek them out and attack them
The Beacon lights up and sends a massive beam of light skyward, crashing into the orbital defenses...
Meanwhile out in orbit, a bunch of ships suddenly detect a hyperspace signature. A very large one. Like, planet sized large. And sure enough, not long after that, an entire freaking planet appears in the middle of the star system. Shortly after that, another hyperspace signature crops in, and a massive engine is rammed into the surface of the planet. The planet turns, pointing the engine away from the Godmodder's planet, and the engine ignites. The celestial body accelerating at immense speeds and careening right towards the planet.
The Godmodder looks up. Not again, I thought the first time would've taught you all a lesson. The Godmodder prepares to fly up, only for the gathering alpha strike of entities to pin him down. Soon enough he's dodging gunfire and sword swings all over the place. FINE the OP Scale will handle this.
The planet touches down, right above the beacon. The orbital defenses start to sag, giving way under the weight, even as their empowerment from the OP Scale enables them to wear away at the planet even at the same speed that it is coming it, grinding away at its surface as if someone were taking a massive piece of sandpaper to it and filing off the surface.
And then the engine hits. There is a massive explosion and eletrical pulse, and the Godmodder stops in shock... No... You actually did it. UnbeGORILLAinglievable.
I ask Bibi Bunlover a very important question: Trick, or Treat? If she answers Trick, I pie her in the face. If she chooses Treat, I gratefully accept one of her buns and voraciously devour it. Mmmm, nice and chocolately.
Alright, the beacon is active. It's time to deliver the payloads. These payloads are Infinite Mass Impactors, relativistic payloads that put other relativistic payloads to shame.
Now, remember how there was this whole discussion about how Immovable Rods can't be turned into kinetic energy weapons due to the "physics" involved with them? Well, the Foundation has a division devoted to reverse-engineering and improving on technology, and they found a way to get the effects into a useable form. By having the inertial effect ramp up over time, these impactors start at normal mass, but as they continue moving they build up inertia and become very difficult to get to stop moving or change the course of. The impactors are also equipped with a thrust system set up to bypass this, allowing them to be accelerated to high speeds without capping out due to the inertia.
Essentially, these impactors act like a snowball rolled down a mountain. They start with low mass and low speed, but they gain both effective mass and speed as they accelerate, meaning that impact power increases exponentially with distance.
The first iteration of these payloads, a desperate effort to counter a hostile planet flying towards Earth at impact velocity, were simply launched from a ship far away from the planet and didn't even reach a .01c, and they still blew huge chunks off the planet and put it on a miss trajectory. But now, they've added in a wormhole reactor, a pair of portals in a vacuum chamber with an infinite loop between them, to give the payloads a potentially infinite amount of time to build up energy before they are released. Of course, even with the time dilation staging area, the short notice for this mission only gave them enough time to get the impactors up to .1c, but it will have to be enough.
In the midst of the battle across the system, the Reconstructed Titan, the Foundation's flagship, arrives, placing itself directly above the battlefield and about 100 million miles away from the planet. The flagship is extremely large by Foundation standards, forming a cylinder about 1.5 kilometers long and 300 meters in diameter. The reason for its size is its spinal Weath Ray cannon, which due to the nature of Weath Rays cannot be stored in a subdimension and must entirely be housed in the dimension it is being fired in. However, much of the rest of the ship's equipment is stored in a subdimension, including a huge arsenal of technology. Any ships foolish enough to try their hand at attacking it are met with an arsenal of missiles, tearing them to pieces. However, the Foundation isn't going to risk their flagship just yet. It points itself at the planet (okay, technically it leads the target a bit), uses a quick deployment of portals to throw out the six Infinite Mass Impactors, then leaves the field shortly afterwards.
Oddly enough, the impactors aren't aimed for a direct impact on the planet. The objective is to crack the orbital defenses, not the planet. A direct impact might destroy the planet outright, but not only can the Godmodder easily rebuild the planet, but it would have less of an impact on the orbital defenses, and it would also mean our ground team is dead (because the Godmodder almost certainly wouldn't rebuild them). So instead, the Infinite Mass Impactors aim for glancing blows on the planet. Each torpedo slams through the defenses like nothing, plows through nearly a dozen miles of rock on the edge of the planet, and turns the planet's crust and upper mantle into a massive storm of rock, magma, and other debris launched into orbit.
Physics Note: the inertia gained by this effect hasn't been studied (primarily because there aren't enough deserted planets to test it on), but it's most likely somewhere around the range a normal immovable rod can get. Assuming that it has the same inertial multiplier as an immovable rod does (15452640000, or 1.545264*1010, source is on page 13 of this thread), the 2000kg payload has an effective mass of 3.090528e13. Combine that with the velocity of .1c (or 3e7 meters per second), each impactor has an impact power of 1.35e28 Joules. Though the payloads wouldn't be quite enough to outright destroy a planet like the Death Star does (and thus it wouldn't have much of an impact on the orbital defenses), it would be enough to shatter the planet's crust, break it into pieces, and turn it into a molten mess for the next few thousands years. That is, unless a Godmodder stepped in.
Then, after the intial impact shreds up the orbital defenses, random wormholes appear on the edge of the system, reflecting the Infinite Mass Impactors back towards the planet where they deliver secondary impacts, more glancing blows that release more rock into the orbital defenses, shredding any that survived the first strike.
Then, the Deathseekers make their move, as the craft fires a burst of weaponry forward and plows through whatever is left of both the orbital defenses and the rocks stuck in orbit. Their craft, the Supernova, arrives on the battlefield at last, bringing new firepower to the AG side. Though not yet; with its main pilot still recovering, it won't be able to take any actions on the turn it arrives.
The Deathseekers bring one of the most interesting ships to the field: the Hyperstorm. The Hyperstorm, despite being a small fighter craft on the outside, uses spatial distortion to carry a cruiser's worth of equipment, reactors, and weaponry on the inside, turning it into the TARDIS of combat craft. Its small size and high speed are put to use by precognitive pilots to make it nearly impossible to hit, and yet still maintain enough shielding to block those few attacks that do hit.
The Supernova takes this one step further. Not only does it have the dreaded psion Annabelle Lee as its pilot, but it also packs a significant dose of arcane enchantments amplifying its strength beyond what technology alone can give.
Power Level: Elite (100 charge)
Supernova: 200000/200000 Health, 80000 Base Attack
Defenses:
*Dodge Pool: With a skilled pilot at the helm, the Hyperstorm's evasion abilities are not based on chance. The Supernova has a pool of 50000 damage that must be depleted before it can take damage that regenerates after its turn. Note that this is not a dodge chance, and cannot be bypassed without depleting it. Also note that this is literally shields.
*Precognition: A single attack, no matter how powerful, will not take down a Hyperstorm. Each round, the Supernova will dodge the strongest attack against it, without inflicting any damage on its dodge pool. A truly exceptional attack may be able to bypass this, but the damage will still be significantly reduced and will still have to go through the dodge pool.
--Essentially, the craft dodges the strongest attack against it, plus 50000 other damage, before taking direct damage.
Attacks:
*Quad Lance: The Supernova carries four fusion lance batteries. Though these are normally combined into a single attack of 80000 power, it can instead be split into 4 seperate attacks of 20000 power, which can be sent at the same or different targets.
*Bomb Factory: The Supernova also possesses an internal bomb factory that builds up blaster bombs (basically green orb homing missiles) over time, and has the ability to release the whole load in a devastating strike. This bomb factory builds up 25000 capacity per turn, up to a maximum of 100000. As a free action, the Supernova can release these bombs to bombard opposing targets. However, every seperate group of 25000 has to be sent at a different target, because only so many bombs can occupy the same area of space at once.
*WHEN (WormHole Effect Needler): The Supernova's Weath Ray system is designed to fire in two modes. The first mode is a precision strike mode where a focused strike is delivered to cripple an enemy target. If no other weapons are fired, the Supernova can deliver a focused Weath Ray strike to cripple a target. This attack cannot be blocked, dodged or countered in any way. It deals 20000 damage, and in addition it knocks out or weakens a chosen enemy ability (depending on the ability's strength). For instance, the WHEN could be used on an entity with high damage to disrupt and weaken it, or it could be used on an entity about to unleash a charged attack to cause it to lose some of its charge.
*Weath Overload: If brute-force firepower is needed, the Supernova can channel all of its energy into a devastating attack. When this 3 turn charge is activated, the Hyperstorm loses all of its actions for the turn, loses its dodge pool for next turn, and begins charging the beam. If it is still alive on its next action, it will fire a devastating beam, dealing 250000 true damage.
Misc Abilities:
*Arcane Repair: The Supernova's hull is enchanted with arcane repair capabilities, regenerating lost defenses and converting supplied materials into useful components easily. The Supernova recieves 25% more healing, and regenerates 5000 health on any turn where it takes no health damage.
*Pocket Dimension: The Supernova's pocket dimension has been expanded even further than normal. Instead of bodyguarding normally, the Supernova puts a target into its pocket dimension. That ally is unable to take actions, but is completely immune to hostile actions while still being a valid target for friendly support such as healing. The Supernova can still take actions normally while doing this, but is vulnerable to mini-crits (same as normal for bodyguarding) due to the strain on systems imposed by doing this.
Also, the empire that I forgot the name of probably does something.
13/20 Mysterious Artifact
9/20 Beacon?
+2 @I just write
*TACTICAL DATA LOST*
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). Currently equipped to Tracer.
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user. Stolen by Godmodder.
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.
Healing Burst Shots: Specialized rounds that heal instead of harming the target, essentially firing a healing spell instead of a bullet.
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.
Immovable Magnet: A variant designed to briefly immobilize metal targets, burning through its stored energy in just a few seconds.
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 make things even worse, pounding away at the planet's orbital defenses, opening up a secondary hole in them aside from where the planetary engine smashed an opening right over the current battlefield.
Through the holes in the defenses flock hundreds of light craft, the Hyperstorm merely being the largest and most powerful of the ships being brought in. The Godmodder snarls amidst the wave of entities surrounding him, and slams his hammer into the ground. the earth quakes and trembles and suddenly a fleet of ships of his own making fly out of panels and hidden recesses in the ground. The air is abuzz with lasers and missiles. This is a true battle now, not just a scuffle between powerful beings.
The technocratic forces at the opening castle find themselves in the midst of a massive free-for-all as the secondary, larger hole opened up by crusher's forces actually enable people to come through more than just in the wake of the engine's pulse of power. And there appears to be troubling radio chatter. Something about... combat back at home. But that's not as pressing. What is more pressing is that the castle that this war started in has become a battleground for every 2 piece faction that wants to get involved in this war. The pro-godmodder forces shouting about defending the Godmodder's assets and the anti-godmodder forces trying to get out and begin wreaking havoc, and the Godmodder's sudden army hedging them all in to keep them somewhat contained.
Supernova summoned, but with arcane repair removed, and bomb factory nerfed to be 15K production per round, and a cap of 90K.
Hey, where's my entity? The combo should be ready n- ... Oh... Oh. ... You know, this is why I always give my entities double HP, half damage. Maybe I should do group entities just so they have more HP. My limiting factor is good ideas, not charges. Also, Pepsiman should really be dead by now, considering all the missed turns I have with him.
+1 to MrMirrorMan, +1 to Joebob
Side Quest Action:
Hearing the thudding behind her, Thina changes direction by running towards the closest wall before springing up onto it and kicking off. Now running towards the exit, she tries to dart between the creatures legs and past it.
"No no please! Escape escape escape!"
And then, she runs out of the bunker, making erratic zig zags out of sight afterwards.
Entity Orders - If he still exists, Pepsiman uses a Divine Smite along with every Pepsi Can he has to boost the damage.
3/20 ligth +1 talist
5/20 shadew
+1 mirror +1 TOG (TOG, please use these plusses on only one of your charges, for reasons I'm sure you are already aware of.)
I shrug. the no-longer-flying fortress shrugs back. I shrug again. this continues for quite some time. the fortress does not have shrugging mechanisms. it was only able to shrug by detonating the lower sections of its front and back halves. I'm not on a horse. the detonations hurt the healy thing the daemonette summoned, thought not the fortress due to its new blast resistent shielding that it apparently has, and it knows this is bad, but it is compelled to continue. this continues for a while as a result, until either the healy thing dies or I get bored.
its probably the I get bored thing first, so I begin to ingest various drugs, most notably large amounts of sugar. yummyyummyyummySOMUCHSUGARSWEETYAYIPUNCHMYSELFINTHEFACETHEFLYINGFPRTRESRESPONDSANDPUNCHES ITSELF(theheallythingisapparentlyanelfiguess)INTHEM GACEE!!!THISREOEATS IOVER AND OWIER UNTUU THIS SHUFER HIGH RUNS OUTS!!! YIPPEESWEETS!IEATMORESUGARHAHAHAH[gets tranquilized by countermeasures to sugar high] Ow! th a t waszzzzzzzzzzzzzzzzzzzzzzzzzzzz.
some time later: ok sorry bout that but like whatever it happened what can ya do.
sidequest: Interesting indeed, dear piono. interesting indeed...
however, I'm still climbing this here tower. there might be something I'm not seeing, like a giant trap array that'll instakill me and can only be seen from really high up, for some reason.
I look up. no other balcony's above my kingbun-y self, good. looks like those got decayed, or maybe where never even built.
anyway, I prepare myself for a moment, and jump. again. the same way I did last time. I got halfway up the tower last time. I'm doing the same thing again. there's only half a tower left.
as such, I reach the top and fall face-first into the tower thing's roof.
back on the battlefield, I ask the godmodder a question. "So, godmodder, I just thought of something."
"The guardians for your later pillars become exponentially stronger, right?" "Why don't you move the guardian from your fourth pillar to the 3ed slot and vica verse?" "Sure, if the descendants get past them the powerbuff'll mean there'll hardly be any resistance when they fight the 3ed pillars guardian, but having #4 fight them while they have an extra pillar holding them back means it'll have a much better chance of victory, wouldn't it?"
You hop to the top of the tower, and the GM decides to relax his somewhat strained description muscles a bit (and also because I forgot the other things I was gonna let you see at the top of the tower)
I didn't intentionally set up the pillars in order, I just sorta added Guardians to them as I had the opportunity. I'm still working on most of them actually. Making them stronger. And it's too late to switch the Guardians around now anyways.
"Hey boss, I think it's time to start overloading maybe more then one of those extra artifacts, I have to admit, it's beginning to look a little ridiculous seeing someone try to keep a hold of that many things." I then proceed to box a box that boxes a box in a box with a Random AG being boxed by the boxes in a box.
11/20+3 from JOE +1 from Talist
14/20
+1 JOE +1 Talist
Winding up to throw, I toss a handful of small objects at the Godmodder. The vast majority of them miss, even without any Godmodding taking place, but I just keep throwing them, even as the Godmodder plucks one out of the air and asks "A toothpick? Seriously?"
I simply reply "Incorrect. Toothpicks, plural." as I continue to throw the small wooden objects at the Godmodder, who simply shrugs and tosses the toothpick they grabbed over their shoulder. This is when I strike, quickly swapping that particular toothpick with a giant boulder, the rapidly expanding stone flinging the Godmodder forwards through the field of toothpicks, one of which quickly turns itself into an industrial woodchipper, grinding the Godmodder even as a toothpick immediately behind them turns into a cannon, blasting them with even more toothpicks, which turn into blazing hunks of Thermite in flight.
Even as the Godmodder wrenches themselves free of the woodchipper the block of Thermite are sailing towards them... and then a toothpick immediately below them turns into a spring-loaded knife and stabs the Godmodder in the groin. From there, yet another toothpick becomes a pneumatic launcher, flinging the Godmodder over the horizon, where they impact with a dull thud.
Charges
Giant Flying War Machine (20/20)(FIRING!)
Army (9/20)
Healer (1/20){new!}
Giant Flying War Machine: Type CV-309 'Drake' Aerospace Combat Vehicle
In the Technocracy's staging dimension, a total-conversion engine began to rumble as a machine lurched to life. 300 meters long, and carrying a multitude of weaponry, the war machine flung itself into the air, leaving a trail of flame behind it in the skies as it quickly reached cruising speed. As the power generators spun up to full output, the machine's mind fully came to awareness, even as General Mack teleported back aboard to take command.
As soon as he was seated in the command chair, the General called "Drake, please specify equipment parameters."
To this, the AI in control of the vessel replied
With that, the Drake flickered, before with the wrenching of distorted spacetime it appeared in the skies over the battlefield.
As soon as the duo of command cyborg and artificially intelligent war machine got their bearings over the battlefield, General Mack called out "We're taking out that thing, right now!" pointing out the Bomb-bot on the readout.
To this, the machine replied "Acknowledged, engaging target." as the turning thrusters fired, redirecting the Drake towards its target. Soon, the distance between the two units was rapidly shrinking, and with that, the war machine prepared to fire.
The many, many weapons mounts on the drake pivoted towards their target, and railgun shells began to sail through the air, accompanied by laser pulses from the vessel's FLS, and the ionized beam of death from the particle cannon. All of this slammed straight into the Bomb-Bot, blasting through its hull and shattering the many delicate mechanisms that allowed it to operate, even as the machine continued pounding away at its victim, aiming to completely annihilate them.
Soon, the deed was done, and the Drake began circling around the battlefield, looking for its next target.
Drake Aerospace Dominance Vehicle
-10,000 regen, prioritizing engines, then the Main Battery
-Alpha Strike
-25k Attack
-Hit Locations: Hull (65%, no extra effect), Ammo Storage (10%, double damage), Main Battery (15%, attack power reduced by half of damage taken), Two Engines (5% each, if both are destroyed, this Entity is immediately killed). The Hull and Ammo Storage share a health bar.
[A- Godmodder is hoarding it]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.
Durability- 3/5
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.)
[A- Godmodder is hoarding it]
20 charge artifact
A Pugio type dagger that exudes a menacing presence.
Durability- 14/15
Abilities-
Use in an attack- Consumes one durability and adds 10,000 damage to the base damage of a standard attack (automatically activates on any attack action)
[AG- controlled by the Blue Knight]
20 charge Entity
A Ranger of the Mistwald. Wears a mottled green cloak and is armed with a simple but finely crafted longbow, he also carries a variety of knives under his cloak. Is an expert in hit and run tactics.
Health- 22,000/65,000
Attack- 20,000
[Special ability]
Ambush- targets an entity and sets up an ambush near them consuming a turn, Any and All Entities that target the Entity which this ability targets the turn after the ambush was set up will take Halk's attack in damage including Entities which attempt to heal or bodyguard the targeted entity. Halk cannot act on his own during the turn the ambush is set up or the turn of the ambush itself. The ambush does not interfere with the actions performed by those caught in it. The Entity around which the ambush is being set up can be kept hidden (I will PM the target to Piono) however it can be discovered by spending an action to investigate or for free through chance by scanning the entity around which the ambush is being set up. (I will help Piono out here by stating it in OOC chat myself if an action is spent to discover the target or a scan was done by chance.)
The Godmodder tears off the Knight's left arm with ease. Where the Knight's arm should be there are a bundle of tubes filled with the blue liquid wrapped around a thin pole made of a silvery metal with a spherical protrusion where it would meet the Knight's torso. The tubes were torn when the Godmodder pulled the Knight's arm off the rest of his body and the blue liquid pours out from both the Knight's arm and shoulder creating a puddle of it on the ground.
The rest off the Knight's body falls backwards into a portal that just opened. Similarly William and all the supplies he was carrying are consumed by a rift in reality that opens right on top of them.
...
Energy from an unknown source flows into the Nuclear Explosion Elemental healing it.
[Orders]
Halk- Alpha strike participation if possible. Otherwise attacks Pepsiman to steal his pepsi.
10000 health restored to the Nuclear Explosion Elemental.
#ScavengedWeaponry
Pepsiman expends 30 cans in a divine smite, moving upwards, dealing 25K damage to: Airbase 3, the O MECH, Ever Expanding Fish and Halk, as well as 17000 damage to the Krork behemoth. Halk killed. Mr Entity Advantage does something, and eats a cat. Mrs. Borovic loses another cat. The Boombot Core generates another 10K boombots to defend itself. Bibi Bunlover deals 2500 damage with her now-dwindled army of buns to the Flying Fortress, gaining a singular bun. The Medic medicates the bot core, restoring 10K of its health.
The TOGII* accidentally runs over Bibi Bunlover's buns, killing all but 1 of them.
The AG entities have been ordered, and their goal is clear. This round they are to avoid the trivialities of this war, and they make their way across the cratered, blood-soaked ground to fight the true threat himself. The Godmodder stands ready, amidst his army, ready for anything. Or so he thinks. The Nuclear explosion elemental lobs a ball of nuclear fire that the Godmodder punches right back into spectre knight for 50K damage, He picks up the Bulldozer as it charges forward and tosses it into the NEE for 25K damage to both and nuclear radiation on the Bulldozer. The drones hover overhead and open fire, as the Krork Behemoth "sneaks" up behind the Godmodder, but the Godmodder guns down the drones, sending them careening to the ground below. 5 air drones destroyed. And that's when the rest of the entities arrive, and the Godmodder goes down in a blaze of fire, swords and gunfire. He unleashes a massive blast of power to get out from under the power, knocking everyone back, but it's too late, he's taken 1 damage.
He staggers backwards, and your forces wash forwards, claiming more ground in the scrubland, the ground becoming more and more sandy, the shrubs growing further and further apart.
The Godmodder stands up, he's really losing badly and even with the damage he doled out while protecting himself he's way behind. Time to pull out an old trick. He pulls out a deck, from way back near the beginning of the thread, and pulls out a powerful monster, because of COURSE he's got land to spare, being the sole owner of an entire planet. He summons the darksteel Colossus, and just to compliment it (and improve his entity advantage standing) summons the darksteel golems and a darksteel jeep. He's not done yet though, he flies up with his Aetheric Particle Collider and aims it right at the darksteel colossus. Aetheric particles collide with one another, and then with the darksteel, transforming it on a subthaumic level, searing light shines out across the battlefield, and when it dies down... there stands the Blightsteel Colossus.
And then, because even with the arrival of three entities worth of firepower, one of which is an elite, the Godmodder is still losing, you push into the beginnings of the desert sands. +5% distance. There doesn't seem to be a terrain effect yet, but you have a feeling you'll be having one soon.
Everything ticks up/down.
Itinerary:
Destroy the Godmodder!
Defeat the Blightsteel Colossus.
Keep the Supernova alive!
Kill the assorted PG entities.
Distance: 30% Main Battlefield:
Terrain: Desert Sands (no effect)
The Fallen City (sidequest)
Kingbun copy [PG - JOEbob]: Hp: 10,000/10,000. 90% dodge.
Dragon Core: owner: eternalstruggle. 2 uses left.
Stoneskin Hide: owner: DCCCV. 6/6 Ready.
Nuclear Core: owner: I Just Write. 1 use left.
[AG]
Hezetor. 3 posts
Gutza1. 3 posts
Chimera: 3 posts
Eternal Struggle:
DCCCV
I just write. 5 round cooldown.
redstonetam15
Twinbuilder: 3 posts
Enerald_Mann
Randomname: 3 posts
CrownlessKing: 1 post
ArcticArchiver: 3 posts
helldivercommand: 3 posts
variant:
KuraHyena: 2 posts
Moniker
Tam Lin: 3 posts
rougesteelprojec: 3 posts
crusher48
lytea: 1 post
The Blue Knight
Jaquecrissont
plague126 1 round cooldown
TheBiggerFish:
[N]
existence success
W32Coravint: 1 post
tricklejest: 1 post
heirolight: 3 posts
Darkside: 3 posts
TOG: Drizzle
fakerssundery: 2 posts
The Stranger: 1 post
MooGoesCow21
OOPS! Forgot to say what Alpha Strike does! It's the thing that makes the entity's attacks one-shot anything with a max hp of less than twice its attack power.
I think I'm going to allow placeholders this once. I just can't seem to find any motivation to update through feeling sick. I'm sorry guys, I'll try and get the dop done as soon as I feel up to it.
@pionoplayer Ok. I'll just get this out here then.
General Action: Release the LAYWERS!
Suddenly, without warning, we are not on the battlefield. Instead, I, all the Entities present on the field, and the Godmodder, are now in a massive courtroom, with the Nuclear Explosion Elemental acting as the judge. With myself dressed in a red business suit, I call out to the Godmodder from the prosecutor's booth "You are charged with militarization of archeology, and several counts of mass murder. How do you plead? Not entering a plea will be treated as pleading not guilty. Destroying the courtroom or otherwise showing contempt of court will result in you immediately being fined twenty hit points."
Entirely unsurprisingly, the reality-warper calls out "Not guilty!"
My response to this was to nod, and say "You must be informed that you have a right to competent legal counsel. You may now choose your lawyer."
7/20 ligth +1 mirror +2 from TOG that i missed last round
7/20 shadew +1 mirror
+1 mirror +1 TOG I spend the action preparing myself [via gathering energy to augment my first post next round.]. the hyperstorms life is going to be very, very limited.
I realise a secret-y secret thing, and decide to instead heal the boombots.
I warp into a minecrafty world, grab poppys and dandilions, and make some floral fertalizer, before going through most of the botania "tech" tree, and crafting an entropinnyum, followed by a Pollidisiac. I then start working my way through blood magic, making a well of suffering to produce LP. I lure some cows and stuff above the well, and set up the pollidisiac to make them breed when powered, the whole setup being such that only babys can fall into a certain hole, and only adults that fell into the hole can fall to the well.
I then make a sigil of the green grove, and start my way through magical crops. after using a blood-magic sword to kill the wither in one hit and get the zivicio I need, I craft some nether quartz crops. using the sigil of the green grove and some alts, as well as a harvester, I produce excessive amounts of quartz.
I then start witchery, dumping some skulls and a golden cup on an altar so it can make a lot of power and making some duplicate altars for good measure, before preforming a rite of infusion with a brew of hollow tears, a gold ingot, a glass pane, and a demon (which i created with a rite of summoning), allowing the creation of a magic mirror.
I then make a taglock kit with a bone needle and glass jar, getting a boombot drones taglock.
Then, I punch that one drone to death. just one drone, mind you, not 2. the drone explodes, setting off the entropinnyum and starting the chain.
I, acting quickly because of my time limit for maximal efficiency, use the taglock on the magic mirror, place a dispenser facing it, start autocrafting quartz spheres, have the dispenser throw them at the mirror, set up another hopper (it takes a while for animals to grow up ok I still have some time) to grab the resulting duplication grenade, linked to the boombot drone type entity.
I then put a boombot-destroying device next to the entropinnyum, and place 2 autonomous activators, such that there is a 90% chance of duplication grenades going to the entropinnyum set-up and a corresponding 10% chance of otherwise. the speed of breeding, LP production, quartz production, sphere production, grenade production, drone production, mana production, and then breeding again, ramps up over time, boombots spitting out to the exit dispenser more frequently, until eventually there are so many boombots that their explosions overpower the entropinnyum, breaking the machine and setting them all free, where they proceed to fly to the battlefield, generating boombots in proportion to how much I'd be able to heal them.
[NOTE: every thing mentioned here would really work aside from the boombots powering the entropinnyum, since the entropinnyum wasn't made to work with all explosions, just TNT.]
boombots swirl, comically large bomb(bot)... Idles. yes, its strategically dumb, but I'm going to do that just to mess with ya'all.
shoot, I misremembered the stats of something. looks like the comicly large bomb bot will be exploding.
bibi finishes off borovic. medic heals the bomb bot, else the boombot drones that are bodyguarding the core. the core uses boombot boombox, summoning a boombot box [after the natural generation of boombots happens)
sidequest: I ask if the Gamemasters' description muscles are ok now, and look around again.
also, querry to the godmodder: if any of the gatekeepers are finished, maybe you should lead the fight their way? alternatively, you could try to lead the fight to the current strongest one, or maybe move your 50% distance bosses to the gatekeeper arena?
OH NO! NOT THE BUNS!
And also a cat too!
I summon up some cats and buns to replace the ones lost last round, and hand them to the respective owners. I keep my three cats though, and will name them appropriately.
MAIN BATTLE:[PG]This is actually an attack now, I'm just using the fact that it was a place holder to make my attack.
"PLACE-HOLDER/THE VERY LAST PLACE HOLDER TO EVER EXIST, DEFINITELY, MAYBE, PROBABLY, I DON'T KNOW REALLY, THERE IS A SLIGHT CHANCE THIS SITUATION CAN HAPPEN AGAIN, ALLOWING US TO MAKE ANOTHER PLACE HOLDER, BUT IT CERTAINLY DOESN'T HAVE TO HAPPEN AS THESE ARE JUST ODDS AND PERCENTAGES, BUT ENOUGH OF THIS RAMBLE, THIS IS A PLACE HOLDER, NOT AN ATTACK." Says a random sign, that I have just read.
"This is a very strange sign." I say, before picking it up and smashing it into the Hyperstorm Supernova.
Now that the Supernova is on the planet, Annabelle Lee finally wakes up.
Where am I? Oh right, on board a ship in the middle of combat operations.
Yeah, it turns out that high-level psions tend to become experts of regaining consciousness in bad situations. She begins to ready the weapons systems, and initiates evasive maneuvers, hoping to dodge any incoming attacks. Silence had, for some reason, already set up the telepathic network while she was out, and she immediately got a communication from Varos down on the planet.
Okay, here's the threats. That giant blightsteel colossus over there is the Godmodder's direct answer to the Supernova's firepower. It's got some darksteel minions too, but those aren't as important. A secondary threat on the field is those bomb bots over there, which we could easily dispose of assuming we could avoid the backlash damage from them exploding.
Don't we have a bunch of other units backing us up? Our focus should be on the biggest threat out there.
The blightsteel colossus has heavy armor that's significantly impacting our damage output against it. You're going to want to use the WHEN to shred that armor away and expose it to attacks, that will get more done in the long run.
The Supernova decides to go for a crippling shot, firing the WHEN into the blightsteel colossus' shoulder. The colossus's armor begins to crumble away and fail, soon turning the armored monstrosity into an unarmored target. Furthermore, the impact also cripples one of its arms, reducing its attack power (the crippling effect first goes into taking out the AC, then the rest of it goes into reducing its damage output).
Okay, I've got some message out there, Darius said. Sure, Lorso was supposed to be on comms, but she was still out cold from overextertion.Some goon calling himself 'JOEBob' wants us to pay him or he's going to 'tear this ship a new one'.
Well, crap. Annabelle, you need to execute evasive maneuvers, RIGHT NOW.
Tracer's Orders: Please attack the medic? Please? Unless he's dead, in which case go back to doing whatever.
14/20 Mysterious Artifact
10/20 Beacon?
+2 @I just write
*TACTICAL DATA LOST*
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). Currently equipped to Tracer.
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user. Stolen by Godmodder.
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.
Healing Burst Shots: Specialized rounds that heal instead of harming the target, essentially firing a healing spell instead of a bullet.
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.
Immovable Magnet: A variant designed to briefly immobilize metal targets, burning through its stored energy in just a few seconds.
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.
I dunno, I guess I can jus- OO COURT EPISODE! I slip inside by assassinating one of the guards on his break, and then shapechanging to look like him. I toss the body onto the battlefield (more evidence for the now-dead cops to find, I guess) where it is likely to be annihilated by the huge battle going on out there. I then enter the courtroom to watch, because I'm bored.
Blightsteel, Darksteel, xsteel, Puh-lease. I'm a freaking Mistborn, metal is my domain.
In all seriousness though, I go and check to see if Allomancy can actually affect these things, since it probably shouldn't be that easy to Push or Pull on possibly heavily enchanted metals. Crossover interactions are always strange.
If I can do Allomancy, I lie down in front of one of the jeeps. As it drives over me, I Push on it from underneath. In General, since it's obviously heavier than me, I would be thrown away doing such an act, but as the Jeep is above me, and the ground is below me, I have nowhere to go, so the Jeep goes and just flies straight up into the air. I then roll away, still Pushing, causing the Jeep to fall away, rather than on top of me, because that would be bad.
Entity Orders:
Entities, please attack Mister Entity Advantage. If he's down already, go for a Darksteel Golem. If one's dead, take a piece of it as a souvenir, I want to do some legit chemical analysis on it later.
Oh, and Pixel Swarm? Do relieve yourself of duty from the employ of I Just Write, I am the person who resurrected you, after all. If you don't, I will shoot fire from my hand. Remember the fire from my hand? That's right, you do. Listen to me, it doesn't have to end like last time, okay? /joke
Alright, everybody. First off, I am finished with the update, second off...
It's time for the next art contest! I can't believe it's time already, it snuck up so fast (I probably should've announced this last round since as it is you guys are probably only gonna get a little more than a week to do your entries.)
Please message me if you're interested in getting a +50 token for your artwork skills.
The rules are the same as always: Input your artist's rendition based on the information I give you (you are allowed to ask for more information to make it more precise), and the person who does the best gets their art to be the official imagery for the boss, as well as a nice, shiny +50 charge token to take home.
Everyone else who puts effort into their artwork but still doesn't win gets a +10 charge token, as well as the ability to use their artwork in a post to try and SMAAAASH or the like.
You don't have to be an active player to participate. If you participate is completely legitimate to take whatever size token you get, and make a singular post specifically to expend the charge you get, or even to just not use it at all! All that matters is that you participate and have fun.
/Art Contest Announcement.
Something else new: Thanks to the efforts of the beacon, instant-summons are now guarenteed to summon something with more stats than "dies instantly". There's still a chance for them to get mind-controlled, but instant summons are now a viable options.
The Daemonette looked skyward in curiosity at the advancing forces, as eager looters clashed with some of the Godmodder's defense forces. The sky was aflame with battle, a sight that was far from unfamiliar to her. In fact, to be in the depths of true war was comforting in a strange way. After all, war was so simple, so easy. As a Daemon, it was in her nature to be straightforward, and so she appreciated the classic aerial battle above.
If the Daemon was comforted by the sight, the Behemoth reveled in it. "Now that's more like it!" He yelled, laughing at the sight. "Come on then, show us what you've got, flyboys! And show this git what you're made of!"
Mediator's drone lacked facial expressions, but still somehow managed to seem more upbeat, with a combination of gentle weaving back and forth and an upbeat tone of voice. "New report: The Fortress is back in the air and somewhat stable, and I am about to reactivate the Link with my body. Now that basic damage is repaired, I can regenerate from stored material. I shall now move on to fixing my primary weapon systems."
"Ahem." Robotnik said through his own drone. "While this is definitely a joyous occasion, might I suggest that we not lose sight of the remaining issues? With the new machines made out of some strange material, we can't afford to rest on our laurels just yet."
"Yep. But I think we should start out with, hrm, that bomb thing." The Behemoth said, gesturing to the Bomb-bot. "Looks about ready to blow, and I don't much like that."
Charging over, the Krork practically rammed into the machine, denting its plating and sending it reeling. He smirked, knowing that it was fail safe, before he grabbed it with both hands, Claw ripping through it to get a grip and hand holding it tight. Bracing himself, and analyzing the battle above, he waited for just the right time to put his plan into action.
When he saw one of the defense aircraft overhead make a strafing dive against one of the invaders, he tossed the bot straight up with all his might, sending it somewhat high into the sky. Not exceedingly high, but high enough for this low altitude target. The bot was in between the two fighter craft when the missiles were fired, and the defense vessel had its munitions smash straight into the unfortunate Bomb-bot, sending it flying and not at all softening the hard landing it suffered nearby, further exacerbated when the Behemoth shot it midflight with an implosion shell. A nasty series of events for the thing all around.
Entity Orders:
Daemonette looks about in interest at this new stage of the war.
Krork Behemoth strikes out at Bibi Bunlover.
Flying Fortress reestablishes the Quantum Link between its Command Core and its systems, not to mention armor, giving it a hefty amount of Regeneration! Now the charge timer resets, with weapons up for restoration next.
Nuclear Explosion Elemental attacks the Colossus.
Egg Fleet calls in a new Battleship and attacks the Colossus.
Repair Portal heals the Nuclear Explosion Elemental.
[A- Godmodder is hoarding it]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.
Durability- 3/5
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.)
[A- Godmodder is hoarding it]
20 charge artifact
A Pugio type dagger that exudes a menacing presence.
Durability- 14/15
Abilities-
Use in an attack- Consumes one durability and adds 10,000 damage to the base damage of a standard attack (automatically activates on any attack action)
(Assisting @I just write)
A pile of evidence drops out of a portal into the courtroom. Included are several written accounts of the Godmodder's actions and a palm sized glass orb that projects video clips of the Godmodder killing various entities and one clip of the Godmodder introducing the C MECH-Ω.
After having damaged the Bomb-bot, the Behemoth was met by the pair of communication drones representing the impromptu group's aerial assets. They had talked with each other, and seen the writing on the war.
"I believe you are in urgent need of repairs." Mediator of Disputes said.
In response, the Krork just looked down at the gaping wound punched through both armor and flesh, caused by the Divine Smite he had just suffered. He looked back up and replied in a suitably sardonic fashion "Ya think?"
Both drones bobbed in an approximation of a nod simultaneously. "A dual dose of nanomachines are in order." Mediator added.
With that, a large crate slammed into the ground after being dropped off from one of the Battleships above, and immediately swarmed the Krork, medical machines entering the wound and stimulating the growth of fungal flesh, causing the wound to slowly but visibly begin to close up as fresh tissue erupts from the edges of the wound and moves over the hole. Meanwhile, a Reclamation Drone vacuums out the damaged plate around and inside the area, before using it and a combination of stored mass to construct brand new plating over the injury, sealing it up from the outside with new metal.
"That'll do it!" The Doctor exclaimed. "Now you should be able to survive the next hit, at least. Do remember to be careful."
"I'll keep it in mind." The Behemoth said, as he turned back to look up at the Blightsteel Colossus. "But it might not be as easy as that."
[A- Godmodder is hoarding it]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.
Durability- 3/5
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.)
[A- Godmodder is hoarding it]
20 charge artifact
A Pugio type dagger that exudes a menacing presence.
Durability- 14/15
Abilities-
Use in an attack- Consumes one durability and adds 10,000 damage to the base damage of a standard attack (automatically activates on any attack action)
Water condenses in the air and forms up around damaged areas of the Flying Fortress, the water then freezes effectively patching up the Fortress by sealing up the damaged parts.