Master Chief deploys a drop shield protecting him and another ally for this turn.
(No not the armor ability... The halo 3 equipment drop shield aka bubble shield.)
I activate my Hack Gun and shoot the Godmodder with it, ending up hitting him in the arm. I set the gun to the "Absorption Hack" and absorb the Godmodder's powers. I then smack him in the face, use his godmodded teleportation to move behind him, then stab him.
I can't tell if that's idiotic or brilliant.
ANYWAYS:
"Send in the heavy artillery!"
49 Bikky's fall out of the sky, landing majestically on their feet. 1 lands on it's head, dealing .1 damage to him.
"Let's see if these guys can help the field."
Bikky [AG]: 674.9/675 (x50) Weakness: Hard Knuckle
EDIT: Looks like Hard Man's going to be of some use...
The Meaning of Life, the Universe, and Everything.
Join Date:
6/25/2013
Posts:
48
Member Details
30/30
Solar Eclipse Cannon
In storage till further notice.
20/30
Confederacy Fleet
9/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
Suddenly from the flank, the Black Templars and Warhound Titans appear! (How could that happen? It would take a tactical geniou...CREEEED!) I personally lead my Templars into battle, engaging GLaDOS. With our powerswords, we rip into GLaDOS, while one of the Warhound Titans tears into the Stealth Fighter. The other two hammer Proto Man. As suddenly as the attack started, the Templars, Titans, and myself pull back. We dig in and target anyone who gets near.
My avatar is Chaplain Grimaldus. He is the Reclusarch of the Black Templars, and guides his brothers in worship of the God-Emperor, and roots out heresy with extreme prejudice. A.K.A: Righteous warrior priest, IN SPACE!
I purify Kefka from the cyanide whilst spraying GLaDoS with nitroglycerin, before shooting at her with gasoline and lighting it. There is a sound of thunder as the nitroglycerin ignites.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/25/2013
Posts:
48
Member Details
30/30
Solar Eclipse Cannon
In storage till further notice.
21/30
Confederacy Fleet
10/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
I use a TARDIS to cause a time warp, causing 10 rounds of NPC combat to happen instantly. the TARDIS is shielded against hostile time warp attempts and all attacks.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/25/2013
Posts:
48
Member Details
30/30
Solar Eclipse Cannon
In storage till further notice.
22/30
Confederacy Fleet
11/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
(Time Man runs out into the field!) Time Man uses Time Forcer! (And subsequently runs away.)
All time-based attacks (including time machines) malfunction and explode into misc. machinery parts! All Time Machines in this round will not work, including AGs.​
"This time-travel nonsense really needs to stop now."
A long time ago in a galaxy far, far away, a group of pilots decided that they would no longer stand up to the tyranny of the godmodder... These pilots soon formed the Rebel Alliance- a force willing to stop at nothing to defeat the Godmodder's interstellar forces! Unfortunately, their ships' hyperdrives malfunctioned, and it may take them a while to reach this galaxy...
Alliance Starfleet: 1/10
The Meaning of Life, the Universe, and Everything.
Join Date:
6/25/2013
Posts:
48
Member Details
30/30
Solar Eclipse Cannon
In storage till further notice.
23/30
Confederacy Fleet
12/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
I reveal that I have used my TEMPORAL REPLICISIMILE move, to split into two counterparts of my self, one in the past and one in the future! The one in the past stays at and reads the guide, and the other stays at the chest to open it!
HOWEVER! I have noticed that people have been attempting to stop me from accomplishing this goal! I have both of my copies use TEMPORAL REPLICISMILE a second time, to put 4 copies of me out there! 2 of them continue staying at the guide, and the other 2 go back and stab the people before they can disrupt my sidequest!
Then I realize that it doesn't matter, because the post limit has been reached! I'll just copy/paste this once we can post again...
Control Tower
-1000/1000 health
-scans for targets and sends the right planes
Fighter Hangar Lvl. 1
-500/500 health
-Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets
Divebombers hangar Lvl. 1
-500/500 health
Produces 1 divebomber each 2th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor.
Bomber hangar Lvl. 1
-750/750 (its larger because bombers are larger planes)
- produces 1 bomber every 3th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates.
Note: an upgrade to lvl 2 takes 3 turns and to lvl 3 takes 5 turns, each one will multiply the build rate by 1
Shield
-1750/1750 basic
-chargeable power shield up to 5000 (can charge 500 in a turn)
-protects against all kinds of attack, whether its physical, electronic or magic
Messroom
-750/750
-here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
-250/250 health
-basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor
-Has high speed, only vulnerable to Heavy Machineguns and other planes
-350/350 health
-Has machineguns as basic attack
-Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3)
-medium speed, also vulnerable to automatic AA guns
-500/500 health
-defensive machineguns, its very difficult for any plane to get close
-Carpet bombing, can erase a whole area, whatever is in there.
Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power. each one takes 2 turns.
-low airspeed, very vulnerable to fighters, can be shot with all kinds of AA
blueprint created (5/5)
-Health: 1800/1800
-Propulsion: Single-stage rocket engine, fueled by an alcohol-water mixture and liquid oxygen.
-Armament: warhead of 1000 Kg Amatol (2200 lb), an explosive made of a mixture of TNT and ammonium nitrate.
-Steering: automatic gyro control, guide beam and radio control mechanics.
-Travels through space, thus not vulnerable to conventional weapons (thats why it was so effective in WW2)
-Because of the multiple steering mechanics it can be sent to a static target or be manually steered.
-Because it goes through space it cant be discovered without advanced tech.
Health: 10.000/10.000
Armaments: 2x 280mm artillery guns, 1x 128mm AT gun, 8x 20mm Auto AA guns.
Armor: 4,6 metres thick, good luck penetrating that... Or if thats too OP, just give it 25.000 health
Propulsion: 2 x Man V12z32/44 24-cilinder Navy engines (17.000 HP together)
Dimensions: 35x14x11 metres.
free seats: for 50 men with standard combat equipment. Sets defined below
Pick a country and then one of each category. Use the wiki if you dont know something.
Stealth fighters? although that only makes them invisible to radar, that is still not a good thing. Evolving the airfield! 13/20
When finished everyone can jump in the Landkreuzer, take a gun if you want, but i already took a 280. It can hold up to 30 people, should be enough. You need to pick an equipment set from the blueprints when stepping in. I believe this is NOT useful against the Godmodder himself, but it can blast any other entity. Especially when supported and defended by my Air Force.
building the Landkreuzer chassis 14/30
mounting modules and parts 0/10
placing the (extremely) heavy guns 0/5
finishing touch 0/5
(Time Man runs out into the field!) Time Man uses Time Forcer! (And subsequently runs away.)
All time-based attacks (including time machines) malfunction and explode into misc. machinery parts! All Time Machines in this round will not work, including AGs.​
"This time-travel nonsense really needs to stop now."
I point out that the TARDIS is shielded against hostile time warps and attacks, including this. I then teleport time man 1 mile above his former version, causing him to crush himself and cause a paradox.
Normally, the post limit would have been reached this turn. However, considering that todayisspecial day, I have decided that all posts will count this turn! Happy Thanksgiving/Hanukkah to all!
So wait what happened o.O (I might just have been to fast..)
You probably caught me in the middle of posting. I like to post with no responses first, and then edit in the responses later, because the editing window is larger.
I activate my Hack Gun and shoot the Godmodder with it, ending up hitting him in the arm. I set the gun to the "Absorption Hack" and absorb the Godmodder's powers. I then smack him in the face, use his godmodded teleportation to move behind him, then stab him.
You actually manage to shoot the Godmodder with the Hack Gun, but since the Godmodder has so much power, it would take hours upon hours to obtain even half of it! So, by the time the Godmodder recovers, he removes the Hack Gun from himself and stabs you with the thing you would have stabbed him with!
Now that the Fleet has regrouped and a new battle plan is formed, they charge at the AG forces, as one formation, they should do considerable damage, leveling anything underneath. The commander is saddened to hear that the 501'st has been wiped out, and knows that Vader will be most displeased with the previous commanders incompetence. He has the Star Destroyer fleet fire a volley of Ion Cannon rounds before the turbolasers (which Ion cannons do damage to shield technology).
Just a bit of knowlege on the vehicles I'm summoning:
Tartan patrol cruisers focus on anti-fighter technology, and are weak compared to larger ships. Although they can manage to take out a large amount of smaller craft because of their rapid fire rate.
The Acclamator assault ship is a relic from the Clone Wars, but makes good for support. They are a light craft and do not do so well against larger ship. Although they do contain some TIEs, but they can't summon any because the GM won't allow that. They carry Proton torpedo launchers, which make good for bombarding structures.
The Victory Class Destroyer is a formidable foe. it is not as powerful as an Imperial class, and is quite smaller.
The Broadside cruiser is equipped with mostly missiles, and focuses on destroying fixed targets and buildings. It has little armor and is easily destroyed, but has an insane firing range.
The Immobilizer 418 cruiser, or interdictor cruiser, is a small ship that is modeled after the Interdictor Class Star Destroyer. It has missile jamming technology as well as gravity well generators, which prevent enemies from going into hyperspace or faster than light speeds. It is weak, and needs to be protected.
And here I was, thinking we would be done with all this Star Warsâ„¢ madness... Oh well! All the new ships seem fine, but they will all be slightly weakened due to the Curse of Repetitivenessâ„¢.
Suddenly, the gate opens and an army of kamikaze wolves run out. They run... they jump.. .and they dive at... AG forces!
Betrayal!
This is an attack, not a summon.
Everyone looks on as the wolves rip into the AGs! They cause a huge smoke cloud to appear, so no one can see what is really going on, but they can hear gunfire and barking...
After a while, the smoke clears, and the wolves are gone! However, they have taken some entities with them... Hickam Airfield destroyed! All planes are gone as well. Assault-Bots destroyed! 4,000 damage to the Anti-Pyschology Helmet! 1,000 damage to Master Chief! 1,000 damage to the Thunder Tank's shield! The Godmodder roars with laughter and drinks some soda. Why? Because I don't know!
I shoot the Rage Mech's cannons with my unreal Megashark, which is loaded with ichor bullets{lowers defense} after I put on my full set of turtle armor
All Rage Cannons destroyed! You also destroy its Minion Spawner!
I start building the Metroid Prime! I think it's been 3 posts...
Metroid Prime: 1/21
I go back in time six hours earlier than TT2000 and delete sections 4.1 and 6. The exhaust from my time machine hits several AGs!
Uh-oh. However, I am fairly certain a Metroid Prime is not built, but summoned.
You cannot edit the guide, because you are not an admin on GameFAQs! However, the Godmodder is an admin, for obvious reasons, and the site is not looking for admins right now, so you can't apply!
Five Tartan-class patrol cruisers (Agility, Fantome, Attentive, Invincible, Vindictive) arrive, escorting a Immobilizer 418 cruiser (Sentinel) (or Interdictor-class cruiser) to the battlefield. They will stay out of the fight until the rest of the fleet arrives. The Tartan-class patrol cruiser is 250 meters long and is armed with 20 small laser batteries. The fleet commander deploys the 142'nd legion (over 9,000 stormtroopers) to the planet below, they start engaging the AG's ground forces. by the way, each Imperial Star Destroyer can hold up to 9,700 passengers, this includes soldiers.
A cackle sounds around the battlefield, unforgettable laughter. A beam of light comes down from the heavens. When the light dissipates, what teleported here is revealed. It is the Wily Machine! DUN DUN DUN!!!
Wily Machine 7 added! Mega Man readies his Mega Buster...
30/30
Solar Eclipse Cannon
In storage till further notice.
18/30
Confederacy Fleet
7/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
30/30
Solar Eclipse Cannon
In storage till further notice.
19/30
Confederacy Fleet
8/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
WHAT!? are you PG or something? you should better take the starships etc, much stronger.
great, a new GM. hope the health stays the same
hmm... to which age should i evolve the airfield... some F35s seem quite nice, but also very expensive and OP. and you only need one or 2 types of planes then.
Control Tower
-1000/1000 health
-scans for targets and sends the right planes
Fighter Hangar Lvl. 1
-500/500 health
-Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets
Divebombers hangar Lvl. 1
-500/500 health
Produces 1 divebomber each 2th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor.
Bomber hangar Lvl. 1
-750/750 (its larger because bombers are larger planes)
- produces 1 bomber every 3th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates.
Note: an upgrade to lvl 2 takes 3 turns and to lvl 3 takes 5 turns, each one will multiply the build rate by 1
Shield
-1750/1750 basic
-chargeable power shield up to 5000 (can charge 500 in a turn)
-protects against all kinds of attack, whether its physical, electronic or magic
Messroom
-750/750
-here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
-250/250 health
-basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor
-Has high speed, only vulnerable to Heavy Machineguns and other planes
-350/350 health
-Has machineguns as basic attack
-Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3)
-medium speed, also vulnerable to automatic AA guns
-500/500 health
-defensive machineguns, its very difficult for any plane to get close
-Carpet bombing, can erase a whole area, whatever is in there.
Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power. each one takes 2 turns.
-low airspeed, very vulnerable to fighters, can be shot with all kinds of AA
blueprint created (5/5)
-Health: 1800/1800
-Propulsion: Single-stage rocket engine, fueled by an alcohol-water mixture and liquid oxygen.
-Armament: warhead of 1000 Kg Amatol (2200 lb), an explosive made of a mixture of TNT and ammonium nitrate.
-Steering: automatic gyro control, guide beam and radio control mechanics.
-Travels through space, thus not vulnerable to conventional weapons (thats why it was so effective in WW2)
-Because of the multiple steering mechanics it can be sent to a static target or be manually steered.
-Because it goes through space it cant be discovered without advanced tech.
Health: 10.000/10.000
Armaments: 2x 280mm artillery guns, 1x 128mm AT gun, 8x 20mm Auto AA guns.
Armor: 4,6 metres thick, good luck penetrating that... Or if thats too OP, just give it 25.000 health
Propulsion: 2 x Man V12z32/44 24-cilinder Navy engines (17.000 HP together)
Dimensions: 35x14x11 metres.
free seats: for 50 men with standard combat equipment. Sets defined below
Pick a country and then one of each category. Use the wiki if you dont know something.
Stealth fighters? although that only makes them invisible to radar, that is still not a good thing. Evolving the airfield! 12/20
When finished everyone can jump in the Landkreuzer, take a gun if you want, but i already took a 280. It can hold up to 30 people, should be enough. You need to pick an equipment set from the blueprints when stepping in. I believe this is NOT useful against the Godmodder himself, but it can blast any other entity. Especially when supported and defended by my Air Force.
building the Landkreuzer chassis 13/30
mounting modules and parts 0/10
placing the (extremely) heavy guns 0/5
finishing touch 0/5
Master Chief deploys a drop shield protecting him and another ally for this turn.
(No not the armor ability... The halo 3 equipment drop shield aka bubble shield.)
Master Chief and Shadow Man will not take damage this turn!
30/30
Solar Eclipse Cannon
In storage till further notice.
20/30
Confederacy Fleet
9/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
I eat Cake.
GLaDOS intercepts your cake with her Pnuematic Diversity Vent! In fact, since GLaDOS is on the field, all cake-based attacks will fail!
Suddenly from the flank, the Black Templars and Warhound Titans appear! (How could that happen? It would take a tactical geniou...CREEEED!) I personally lead my Templars into battle, engaging GLaDOS. With our powerswords, we rip into GLaDOS, while one of the Warhound Titans tears into the Stealth Fighter. The other two hammer Proto Man. As suddenly as the attack started, the Templars, Titans, and myself pull back. We dig in and target anyone who gets near.
Warhound Titans and Black Templars re-added! They are locked on to their targets!
I purify Kefka from the cyanide whilst spraying GLaDoS with nitroglycerin, before shooting at her with gasoline and lighting it. There is a sound of thunder as the nitroglycerin ignites.
Kefka no longer neurotoxined. 2,000 damage to GLaDOS!
30/30
Solar Eclipse Cannon
In storage till further notice.
21/30
Confederacy Fleet
10/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
I use a TARDIS to cause a time warp, causing 10 rounds of NPC combat to happen instantly. the TARDIS is shielded against hostile time warp attempts and all attacks.
Look, I get that the Virus was pre-made, but you just boosted it to a 100-post charge! Only 30-post charges are allowed, so you can't do that. Also, I though it was common knowledge that no matter how long you charged it, a virus would not be able to hack the godmodder or his server.
You try to summon the TARDIS, but you are unable to! In your moment of standing there, the godmodder throws plastic dinosaurs at you!
30/30
Solar Eclipse Cannon
In storage till further notice.
22/30
Confederacy Fleet
11/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
(Time Man runs out into the field!) Time Man uses Time Forcer! (And subsequently runs away.)
All time-based attacks (including time machines) malfunction and explode into misc. machinery parts! All Time Machines in this round will not work, including AGs.​
"This time-travel nonsense really needs to stop now."
No time machine attacks or posts will go through this turn!
A long time ago in a galaxy far, far away, a group of pilots decided that they would no longer stand up to the tyranny of the godmodder... These pilots soon formed the Rebel Alliance- a force willing to stop at nothing to defeat the Godmodder's interstellar forces! Unfortunately, their ships' hyperdrives malfunctioned, and it may take them a while to reach this galaxy...
Alliance Starfleet: 1/10
30/30
Solar Eclipse Cannon
In storage till further notice.
23/30
Confederacy Fleet
12/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
I reveal that I have used my TEMPORAL REPLICISIMILE move, to split into two counterparts of my self, one in the past and one in the future! The one in the past stays at and reads the guide, and the other stays at the chest to open it!
HOWEVER! I have noticed that people have been attempting to stop me from accomplishing this goal! I have both of my copies use TEMPORAL REPLICISMILE a second time, to put 4 copies of me out there! 2 of them continue staying at the guide, and the other 2 go back and stab the people before they can disrupt my sidequest!
Then I realize that it doesn't matter, because the post limit has been reached! I'll just copy/paste this once we can post again...
Since today is special day, all the posts count! Thanks to Pit's time-travel meddling, this attack fails! However, you do successfully backstab the disrupters.
Control Tower
-1000/1000 health
-scans for targets and sends the right planes
Fighter Hangar Lvl. 1
-500/500 health
-Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets
Divebombers hangar Lvl. 1
-500/500 health
Produces 1 divebomber each 2th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor.
Bomber hangar Lvl. 1
-750/750 (its larger because bombers are larger planes)
- produces 1 bomber every 3th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates.
Note: an upgrade to lvl 2 takes 3 turns and to lvl 3 takes 5 turns, each one will multiply the build rate by 1
Shield
-1750/1750 basic
-chargeable power shield up to 5000 (can charge 500 in a turn)
-protects against all kinds of attack, whether its physical, electronic or magic
Messroom
-750/750
-here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
-250/250 health
-basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor
-Has high speed, only vulnerable to Heavy Machineguns and other planes
-350/350 health
-Has machineguns as basic attack
-Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3)
-medium speed, also vulnerable to automatic AA guns
-500/500 health
-defensive machineguns, its very difficult for any plane to get close
-Carpet bombing, can erase a whole area, whatever is in there.
Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power. each one takes 2 turns.
-low airspeed, very vulnerable to fighters, can be shot with all kinds of AA
blueprint created (5/5)
-Health: 1800/1800
-Propulsion: Single-stage rocket engine, fueled by an alcohol-water mixture and liquid oxygen.
-Armament: warhead of 1000 Kg Amatol (2200 lb), an explosive made of a mixture of TNT and ammonium nitrate.
-Steering: automatic gyro control, guide beam and radio control mechanics.
-Travels through space, thus not vulnerable to conventional weapons (thats why it was so effective in WW2)
-Because of the multiple steering mechanics it can be sent to a static target or be manually steered.
-Because it goes through space it cant be discovered without advanced tech.
Health: 10.000/10.000
Armaments: 2x 280mm artillery guns, 1x 128mm AT gun, 8x 20mm Auto AA guns.
Armor: 4,6 metres thick, good luck penetrating that... Or if thats too OP, just give it 25.000 health
Propulsion: 2 x Man V12z32/44 24-cilinder Navy engines (17.000 HP together)
Dimensions: 35x14x11 metres.
free seats: for 50 men with standard combat equipment. Sets defined below
Pick a country and then one of each category. Use the wiki if you dont know something.
Stealth fighters? although that only makes them invisible to radar, that is still not a good thing. Evolving the airfield! 13/20
When finished everyone can jump in the Landkreuzer, take a gun if you want, but i already took a 280. It can hold up to 30 people, should be enough. You need to pick an equipment set from the blueprints when stepping in. I believe this is NOT useful against the Godmodder himself, but it can blast any other entity. Especially when supported and defended by my Air Force.
building the Landkreuzer chassis 14/30
mounting modules and parts 0/10
placing the (extremely) heavy guns 0/5
finishing touch 0/5
I point out that the TARDIS is shielded against hostile time warps and attacks, including this. I then teleport time man 1 mile above his former version, causing him to crush himself and cause a paradox.
Except you couldn't summon the TARDIS in the first place!
End-of-Turn Battle:
Ryth realizes that his target has just been destroyed, in a stroke of luck! So, he now picks a new target: Proto Man! The duel will begin next turn!
TT2000 looks at the chest eagerly, and, having warded off the opposition, opens it!
You got the Secret Map! *cue treasure-finding sound* It appears to show a layout of the server, and you can see a tower or temple of some sort at the edge of it. This is some find, because the temple does not appear to be a natural temple spawned in Minecraft...
Gamma and Shadow Man deal 3,500 damage to the Rage-Mech's core! Kefka uses Lightning Blast, and, with help from Starkiller, deal an additional 4,500 damage to the core! Master Chief, Thunder Tank, and the Bikkies deal 4,500 damage to Star Destroyer Tyrant! The Black Templars deal 2,000 damage to GLaDOS, and the Titans deal 2,000 damage to Proto Man!
The Godmodder forfeits his attack this turn to prepare for... something. Copious amounts of blue energy are sucked into his body... His troops are more than capable on their own, however! Mega Man fires his Mega Buster at the Bikky Army, destroying it! GLaDOS neurotoxins a Warhound Titan! Proto Man fires his Proto Buster at the Thunder Tank, dealing 3,000 damage to its Force Field! The Star Destroyer Fleet deals 3,000 damage to WM7!
The Battlefield:
Ryth the Deathless Blademaster: [N] HP: 200/1,500. Next Target: Proto Man.
I look inside the chest,If TT2000's clones attacked me,they would die because turtle armor reflects all damage done back on to the attacker {I take damage to}
I start creating an advanced electronic control system inside the Thunder Tank. 1/5
I then get an enchanted Ruby sword, with Core Destroyer IV on it, and stab the Rage Mech in its chest, right where the core is.
Master Chief deploys a drop shield protecting him and another ally for this turn.
(No not the armor ability... The halo 3 equipment drop shield aka bubble shield.)
Check out my mod idea! http://www.minecraft...r-with-bending/
I can't tell if that's idiotic or brilliant.
ANYWAYS:
"Send in the heavy artillery!"
49 Bikky's fall out of the sky, landing majestically on their feet. 1 lands on it's head, dealing .1 damage to him.
"Let's see if these guys can help the field."
Bikky [AG]: 674.9/675 (x50) Weakness: Hard Knuckle
EDIT: Looks like Hard Man's going to be of some use...
Solar Eclipse Cannon
In storage till further notice.
20/30
Confederacy Fleet
9/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
I eat Cake.
An alternate timeline emerges.
However, we must first start from the beginning...
Solar Eclipse Cannon
In storage till further notice.
21/30
Confederacy Fleet
10/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
TOPICS I MAKE, Y U NO STAY ALIVE?
7/100 Virus
I use a TARDIS to cause a time warp, causing 10 rounds of NPC combat to happen instantly. the TARDIS is shielded against hostile time warp attempts and all attacks.
Solar Eclipse Cannon
In storage till further notice.
22/30
Confederacy Fleet
11/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
All time-based attacks (including time machines) malfunction and explode into misc. machinery parts! All Time Machines in this round will not work, including AGs.​
"This time-travel nonsense really needs to stop now."
longtime ago in a galaxy far, far away, a group of pilots decided that they would no longer stand up to the tyranny of the godmodder... These pilots soon formed the Rebel Alliance- a force willing to stop at nothing to defeat the Godmodder's interstellar forces! Unfortunately, their ships' hyperdrives malfunctioned, and it may take them a while to reach this galaxy...Alliance Starfleet: 1/10
Solar Eclipse Cannon
In storage till further notice.
23/30
Confederacy Fleet
12/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
I reveal that I have used my TEMPORAL REPLICISIMILE move, to split into two counterparts of my self, one in the past and one in the future! The one in the past stays at and reads the guide, and the other stays at the chest to open it!
HOWEVER! I have noticed that people have been attempting to stop me from accomplishing this goal! I have both of my copies use TEMPORAL REPLICISMILE a second time, to put 4 copies of me out there! 2 of them continue staying at the guide, and the other 2 go back and stab the people before they can disrupt my sidequest!
Then I realize that it doesn't matter, because the post limit has been reached! I'll just copy/paste this once we can post again...
Check out my bad CTM map reviews here.
-1000/1000 health
-scans for targets and sends the right planes
-500/500 health
-Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets
Divebombers hangar Lvl. 1
-500/500 health
Produces 1 divebomber each 2th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor.
Bomber hangar Lvl. 1
-750/750 (its larger because bombers are larger planes)
- produces 1 bomber every 3th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates.
Note: an upgrade to lvl 2 takes 3 turns and to lvl 3 takes 5 turns, each one will multiply the build rate by 1
Shield
-1750/1750 basic
-chargeable power shield up to 5000 (can charge 500 in a turn)
-protects against all kinds of attack, whether its physical, electronic or magic
Messroom
-750/750
-here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
-250/250 health
-basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor
-Has high speed, only vulnerable to Heavy Machineguns and other planes
-350/350 health
-Has machineguns as basic attack
-Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3)
-medium speed, also vulnerable to automatic AA guns
-500/500 health
-defensive machineguns, its very difficult for any plane to get close
-Carpet bombing, can erase a whole area, whatever is in there.
Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power. each one takes 2 turns.
-low airspeed, very vulnerable to fighters, can be shot with all kinds of AA
blueprint created (5/5)
-Health: 1800/1800
-Propulsion: Single-stage rocket engine, fueled by an alcohol-water mixture and liquid oxygen.
-Armament: warhead of 1000 Kg Amatol (2200 lb), an explosive made of a mixture of TNT and ammonium nitrate.
-Steering: automatic gyro control, guide beam and radio control mechanics.
-Travels through space, thus not vulnerable to conventional weapons (thats why it was so effective in WW2)
-Because of the multiple steering mechanics it can be sent to a static target or be manually steered.
-Because it goes through space it cant be discovered without advanced tech.
Health: 10.000/10.000
Armaments: 2x 280mm artillery guns, 1x 128mm AT gun, 8x 20mm Auto AA guns.
Armor: 4,6 metres thick, good luck penetrating that... Or if thats too OP, just give it 25.000 health
Propulsion: 2 x Man V12z32/44 24-cilinder Navy engines (17.000 HP together)
Dimensions: 35x14x11 metres.
free seats: for 50 men with standard combat equipment. Sets defined below
Pick a country and then one of each category. Use the wiki if you dont know something.
Primary: StG-44/MP40/G43/G43S/Panzerschreck
Secondary: Walther P38/ Mauser C96 'Luger'
Additional: Stielhandgranate/medical supplies
Primary: M1A2 thompson 'Tommygun'/M1 Garand/Bazooka/Springfield M1903/M1A1 Carbine/B.A.R.
Secondary: Colt M1911
Additional: Frag grenades
Primary: Stengun/Lee-Enfield
Secondary: Webley revolver
Additional: Frag grenades
Primary: PPSh-41/Mosin Nagant/SVT-40/PPS-42
Secondary: TT33 Tokarev
Additional: Frag grenades, rifle sniper scope
19 P40 fighter
10 SBD divebomber, 1 SBD divebomber 1/2
7 B25 bomber, 1 B25 bomber 0/3
Stealth fighters? although that only makes them invisible to radar, that is still not a good thing. Evolving the airfield! 13/20
When finished everyone can jump in the Landkreuzer, take a gun if you want, but i already took a 280. It can hold up to 30 people, should be enough. You need to pick an equipment set from the blueprints when stepping in. I believe this is NOT useful against the Godmodder himself, but it can blast any other entity. Especially when supported and defended by my Air Force.
building the Landkreuzer chassis 14/30
mounting modules and parts 0/10
placing the (extremely) heavy guns 0/5
finishing touch 0/5
I point out that the TARDIS is shielded against hostile time warps and attacks, including this. I then teleport time man 1 mile above his former version, causing him to crush himself and cause a paradox.
You probably caught me in the middle of posting. I like to post with no responses first, and then edit in the responses later, because the editing window is larger.
+3,000 HP to Gamma!
You actually manage to shoot the Godmodder with the Hack Gun, but since the Godmodder has so much power, it would take hours upon hours to obtain even half of it! So, by the time the Godmodder recovers, he removes the Hack Gun from himself and stabs you with the thing you would have stabbed him with!
And here I was, thinking we would be done with all this Star Warsâ„¢ madness... Oh well! All the new ships seem fine, but they will all be slightly weakened due to the Curse of Repetitivenessâ„¢.
Countered by TT2000's TEMPORAL REPLICISIMILE!
He wants the chest for himself.
Everyone looks on as the wolves rip into the AGs! They cause a huge smoke cloud to appear, so no one can see what is really going on, but they can hear gunfire and barking...
After a while, the smoke clears, and the wolves are gone! However, they have taken some entities with them... Hickam Airfield destroyed! All planes are gone as well. Assault-Bots destroyed! 4,000 damage to the Anti-Pyschology Helmet! 1,000 damage to Master Chief! 1,000 damage to the Thunder Tank's shield! The Godmodder roars with laughter and drinks some soda. Why? Because I don't know!
Well then.
All Rage Cannons destroyed! You also destroy its Minion Spawner!
Uh-oh. However, I am fairly certain a Metroid Prime is not built, but summoned.
You cannot edit the guide, because you are not an admin on GameFAQs! However, the Godmodder is an admin, for obvious reasons, and the site is not looking for admins right now, so you can't apply!
such schematics
much ships
wow
The wolves are not entities, so you cannot attack them!
Tartan Class Patrol Cruisers added! Immobilizer 418 Cruiser added! They will be added with the rest of the fleet.
Wily Machine 7 added! Mega Man readies his Mega Buster...
It is destroyed!
Stealth Fighter destroyed!
more schematics
more wow
They are not entities, so you cannot attack them! As a result, I'm letting the WM7 save that attack.
Yes, fseftr is now PG.
2,500 damage to the Core!
Master Chief and Shadow Man will not take damage this turn!
Bikkies added! However, isn't their weakness the Needle Cannon/Mega Buster?
GLaDOS intercepts your cake with her Pnuematic Diversity Vent! In fact, since GLaDOS is on the field, all cake-based attacks will fail!
Warhound Titans and Black Templars re-added! They are locked on to their targets!
Kefka no longer neurotoxined. 2,000 damage to GLaDOS!
It is destroyed!
They are not entities, so you cannot attack them!
Look, I get that the Virus was pre-made, but you just boosted it to a 100-post charge! Only 30-post charges are allowed, so you can't do that. Also, I though it was common knowledge that no matter how long you charged it, a virus would not be able to hack the godmodder or his server.
You try to summon the TARDIS, but you are unable to! In your moment of standing there, the godmodder throws plastic dinosaurs at you!
No time machine attacks or posts will go through this turn!
Welcome back, Droideka!
Since today is special day, all the posts count! Thanks to Pit's time-travel meddling, this attack fails! However, you do successfully backstab the disrupters.
Except you couldn't summon the TARDIS in the first place!
End-of-Turn Battle:
Ryth realizes that his target has just been destroyed, in a stroke of luck! So, he now picks a new target: Proto Man! The duel will begin next turn!
TT2000 looks at the chest eagerly, and, having warded off the opposition, opens it!
You got the Secret Map! *cue treasure-finding sound* It appears to show a layout of the server, and you can see a tower or temple of some sort at the edge of it. This is some find, because the temple does not appear to be a natural temple spawned in Minecraft...
Gamma and Shadow Man deal 3,500 damage to the Rage-Mech's core! Kefka uses Lightning Blast, and, with help from Starkiller, deal an additional 4,500 damage to the core! Master Chief, Thunder Tank, and the Bikkies deal 4,500 damage to Star Destroyer Tyrant! The Black Templars deal 2,000 damage to GLaDOS, and the Titans deal 2,000 damage to Proto Man!
The Godmodder forfeits his attack this turn to prepare for... something. Copious amounts of blue energy are sucked into his body... His troops are more than capable on their own, however! Mega Man fires his Mega Buster at the Bikky Army, destroying it! GLaDOS neurotoxins a Warhound Titan! Proto Man fires his Proto Buster at the Thunder Tank, dealing 3,000 damage to its Force Field! The Star Destroyer Fleet deals 3,000 damage to WM7!
The Battlefield:
Ryth the Deathless Blademaster: [N] HP: 200/1,500. Next Target: Proto Man.
Gamma: [AG] HP: 31,500/40,000. Weakness: Search Snake.
Shadow Man: [AG] 6,500/7,500. Weapon: Shadow Blade. Weakness: Top Spin.
Mainframe Beacons: [AG] HP: 7,500/7,500. (x9.)
Kefka Palazzo: [AG] HP: 56,750/60,000.
Starkiller: [AG] HP: 48,800/50,000. Specials: Anti-Pyschology Helmet: HP: 14,000/20,000.
Master Chief: [AG] HP: 35,000/35,000. Shields: 4,000/5,000. Special Attack Ready: IIIII
Thunder Tank: [AG] HP: 20,000/20,000. Force Field: 15,500/20,000.
Wily Machine 7: [AG] HP: 52,000/55,000.
Black Templars: [AG] HP: 2,000/2,000. (x10.)
Warhound Titans: [AG] HP: 9,000/10,000. (x3.) Shields: 2,000/2,000. Guns: 500/500.
Star Destroyer Fleet: Tyrant, Tyranny, Visage, Vehement, Accuser, & Stalker: [PG] HP: 5,500/10,000. (x6.) Shields: 1,000/1,000.
Fleet Commander: [PG] HP: 100/100.
Mega Man: [PG] HP: 24,000/35,000. Weapons: Mega Buster. No charge. Junk Shield. Ammo: 100/100.
Proto Man: [PG] HP: 18,000/25,000. Weapons: Proto Buster.
GLaDOS: [PG] HP: 19,800/35,000. Specials: Neurotoxin deals additional damage. When HP is critical, summons neurotoxin storm dealing damage to all.
Rage Mech: [PG] Legs: 300/300. (x6.) Rage Cannons: 0/50. (x0.) Shields: 0/700. Rage Superlaser: 0/1,500. Minion Spawner: 0/750. Core: 9,500/25,000.
Godmodder: [PG] HP: 80/125.
EITHER WAY:
"This is taking too long."
I start generic pew pew pew attacking some random PGs because WHYNOT?