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.
29/30
Confederacy Fleet
18/20
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
*sigh*
my airfield... Are the planes gone too? if not, building a new base to shelter them from attacks
constructing a temporary base 1/8
-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! 15/20. Since the base is gone, can i redirect this 15 points to another charge? (not the P. 1000)
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 16/30
mounting modules and parts 0/10
placing the (extremely) heavy guns 0/5
finishing touch 0/5
The Meaning of Life, the Universe, and Everything.
Join Date:
8/20/2011
Posts:
104
Minecraft:
huffpuff1337
Xbox:
huffpuff1337
PSN:
Shut up, Sony.
Member Details
I just noticed, we're getting close to page 115.
As a reference to Call of Duty Zombies, I prepare precisely 115 zombies to attack on page 115... 115 times.
I feel insulted. You let two people interfere with two of MY charges, stopping them entirely. (Well, no, I really don't feel TOO insulted.) This might go over, but this post was just here anyway to make my point, and I can re-post my action if necessary.
Mtroid Prime: 4/30
I now give the EN-Mech Strength I.
EDIT: I'd try going after the EN-Mech. I'm pretty sure that an attack called "World's End" isn't going to do 2 damage. WE HAVE 4 TURNS TO DESTROY THESE ROBOTS BEFORE HELL COMES TO EARTH! USE AS MUCH FORCE AS POSSIBLE!
****Side Note: Once this Advanced Control System is done, I will be able to remotely control the Thunder Tank, so that I can go into the temple with TT2000 and still be able to control my Thunder Tank for emergencies and for fighting the Godmodder.****
I use the Thunder Tank's special move, Camouflage Missiles, on all the Mechs.
(Remember: This moves sends several invisible missiles at a few entites. These missiles cannot be avoided nor can they be seen. The attack cooldown is 4 turns.)
The Acclamators and Broadside cruiser join the other ships amasing on the edge of the battle. The remaining Star Destroyers target the USNC frigates, thier large Turbolasers tearing into the sides of their foes.
30/30
Solar Eclipse Cannon
In storage till further notice.
27/30
Confederacy Fleet
16/20
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 somehow make the Godmodder read Homestuck, and then clonk him over the head while he's distracted by the awesomeness of it.
Edit: I translated the binary. It said "Good luck"
The Godmodder is so distracted by Homestuck that he cannot attack this turn!
With the fleet comlpete, the Interdictor activates its power generators. The new fleet surrounds the ship, in order to defend it. No ships can leave the battle now, and missiles are rendered ineffective until the Interdicor's gravity well generators or the ship are destroyed. The Tartan-patrol cruisers will make short work of any fighter that get near, and the larger ships will protect them. Normally they would deploy their fighters and sick their bombers on the enemy ships, but the GM won't allow TIE's not controlled by the hivemind.
30/30
Solar Eclipse Cannon
In storage till further notice.
28/30
Confederacy Fleet
17/20
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, the godmodder's armor shatters as a result of my axes skill level of 9999, which causes any armor worn by defending players to break instantly! Before he can put on a new set, I launch my blade in a crescent arc like a boomerang, nailing all the mechs, use the momentum of the return to smash into the godmodder's head with colossal force (pointing out that the most damage protection enchantments of any level can provide is 80% plus the regular armor bonus regardless of enchantment level in case he puts on his armor really fast), then use his blood to summon the spirits of the dead to battle the mechs!
Since when did you hit the Godmodder with an axe? And because the Godmodder's armor breaks doesn't mean everyone else's does. However, you do nail all the Mechs, dealing 500 damage to all of them, and you do summon the Spirits of the Dead! Except that since they were forged from the Godmodder's blood, they are loyal to him and him only!
The Broadside Cruisers Centurion and Scipion unleash a barrage of anti-ship misssiles on the battlefeild. Since the interdictors feild is engaged, they do not have the ability to lock on, however the do work like artillery, randomly exploding amongst the AG forces. The Victory Class Star Destroyers unleash a barrage of Turbolaser fire on the AG forces as well, making a wall of lasers almost. Realising the Star Destroyers he had are being damaged, he calls for more reinforcements. This time, the high command, after receiving proof that the Alliance and Starkiller are either on the battlefeild or on their way, send two Executor Class Star Dreadnaughts. The commander looks on with a evil grin, knowing that victory will soon be his. He also gets a message with even better news; the Eclipse class Star Destroyer is nearing completion.
Add:
Executor Class Star Dreagnaught (x2) - 1/20
Eclipse class Star Destroyer - 1/25
The ships names are (please include them in the next post):
Tartan-Patrol Cruiser – Agility, Fantome, Attentive, Invincible, Vindictive
Acclamator Assault ship– Arrestor, Danticore, Harilin, Majestic
Victory class Star Destroyer– Bombard, Subjugator, Wachtor
Broadside Cruiser – Centurion, Scipion
Interdictor cruiser– Sentinel
That binary reads: "Hey TwinBuilder, this typing in binary stuff is actually pretty neat! I like it!" for anyone who was wondering. You are in the temple with TT2000!
30/30
Solar Eclipse Cannon
In storage till further notice.
29/30
Confederacy Fleet
18/20
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
*sigh*
my airfield... Are the planes gone too? if not, building a new base to shelter them from attacks
constructing a temporary base 1/8
-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! 15/20. Since the base is gone, can i redirect this 15 points to another charge? (not the P. 1000)
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 16/30
mounting modules and parts 0/10
placing the (extremely) heavy guns 0/5
finishing touch 0/5
I just noticed, we're getting close to page 115.
As a reference to Call of Duty Zombies, I prepare precisely 115 zombies to attack on page 115... 115 times.
115 zombies will attack 115 times on page 115, just as you say. Whether they will be successful or not is a different story...
I feel insulted. You let two people interfere with two of MY charges, stopping them entirely. (Well, no, I really don't feel TOO insulted.) This might go over, but this post was just here anyway to make my point, and I can re-post my action if necessary.
Mtroid Prime: 4/30
I now give the EN-Mech Strength I.
I'm sorry if I let people interfere with your charges. That was a mistake. You fail to buff the Mech because you go over the post limit!
I question why so many people hate CoD.
In the meantime I fire grenades and molotovs at Pro-Godmodder stuff.
Quest Info:
ThunderCam and TT2000 are both in the temple now. As they walk through it, they find a huge grand hall with a beautiful stained glass ceiling depicting a war of sorts. The walls and pillars are made of a dark brick that isn't in Vanilla Minecraft... And as far as you know, this server isn't modded! You see a nearby door to your left, and a staircase leading down.
End-of-Turn Battle:
Ryth tailgates Proto Man to an open field. He prepares to strike at Proto Man, but he turns around and shoots with his Proto Buster! However, Ryth jumps in the air, avoiding the blow, and the pellet richochets off of a nearby mirror, rebounding and dealing 2,000 damage to Proto Man!
The Mechs prepare their various assortments of weapons, getting ready to attack! The C-Mech Mk. II, Z-Mech Mk. II, and S-Mech Mk. II rush into the front lines, revving up huge plasma machine railgun cannons, dealing 15,000 damage to Gamma! The SL-Mech, W-Mech, and EN-Mech deal 15,000 damage to Kefka! However, since the EN-Mech can attack twice, it unsheathes plasma claws from its hands, and teleports over to Starkiller, dealing 4,000 damage to his Helmet!
Now, the other Pro-Godmodders attack. All of RC's newly-summoned ship destroy the Thunder Tank's force field! The Star Destroyers deal 2,500 damage to Frigate 1! Mega Man forgoes his attack this turn to charge up his Mega Buster, resulting in a more powerful attack next turn! GLaDOS develops a new model of Turret, the Neuro-Turret, whose bullets can inflict neurotoxin! She will use it next turn. GLaDOS neurotoxins UNSC Frigate 1! The Spirits of the Dead harness the power of the Necronomicon and kill Shadow Man!
Kefka uses Lightning Strike against the EN-Mech, dealing 2,500 damage! The Thunder Tank uses its Camoflauge Missiles against every Mech, dealing 1,000 damage to each! Every other Anti-Godmodder deals 12,500 damage to the Spirits of the Dead! The Godmodder, who is reading Homestuck, still cannot attack this turn, but he will snap out of it by next turn. All of the Mech's Special Attacks go up by one point.
The Battlefield:
Ryth the Deathless Blademaster: [N] HP: 1,500/1,500. Dueling: Proto Man.
Using my remote controller for the Thunder Tank, I blow up the side of a mountain. The C-Mech Mk. II sees me and gets jealous that I'm the one blowing things up. I tell it that we can having a destruction contest. We go up to another mountain and I blow up one side of it, and the C-Mech Mk. II blows up the other side, which secretly has a gigantic chunk of gravel right above it. The gravel falls onto the C-Mech Mk. II, and encases it. I then free the C-Mech Mk. II by blowing up the gravel, damaging it also. It thanks me for freeing it, and then it looks at both sides of the mountain. It notices that its side has a smaller hole than the my side, so It says it is the winner. I let it think that, and it walks away with bruises and a frown turned upside down!
Temple:
I go into the grand hall, and try to mine the strange block. I notice that it can't be mined... I then wonder if it is a replica of obsidian or bedrock, and then I go back to TT2000, tell him what I found and tell him he can decide where to go first.
The Fleet commander see's a few people going into some temple, and he sends a detachment of Stormtoopers in to follow them.
Add:
Executor Class Star Dreagnaught (x2) - 4/20
Eclipse class Star Destroyer - 4/25
Stormtroopers (going inside temple)
Officer (commanding those troopers)
Okay. The staircase probably leads closer to the Black Monolith, so I start to head that way. But before I go, I pull out a surveillance drone, and send it into whatever room/hallway the doorway leads to. I take out my end of the camera, so I can see what the drone sees, while occasionally looking up to see what is in the staircase.
I'm grateful that Thundercam is helping me! I won't try to order him around, though. He can help however he wants.
Executor Class Star Dreagnaught (x2) - 2/20
Eclipse class Star Destroyer - 2/25
Solar Eclipse Cannon
In storage till further notice.
29/30
Confederacy Fleet
18/20
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
Executor Class Star Dreagnaught (x2) - 3/20
Eclipse class Star Destroyer - 3/25
my airfield... Are the planes gone too? if not, building a new base to shelter them from attacks
constructing a temporary base 1/8
-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
21 P40 fighter
11 SBD divebomber, 1 SBD divebomber 1/2
7 B25 bomber, 1 B25 bomber 2/3
Stealth fighters? although that only makes them invisible to radar, that is still not a good thing. Evolving the airfield!15/20. Since the base is gone, can i redirect this 15 points to another charge? (not the P. 1000)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 16/30
mounting modules and parts 0/10
placing the (extremely) heavy guns 0/5
finishing touch 0/5
My duplicate attempts to attack the godmodder using SCIENCE! Specifically, physics. More specifically, impact physics. testing on HIS FACE.
Check out my bad CTM map reviews here.
I grab a Panzerschreck and start shooting things with it.
Pro-Godmodder things.
Hyperdrives repaired, the pilots prepare for launch...
As a reference to Call of Duty Zombies, I prepare precisely 115 zombies to attack on page 115... 115 times.
I feel insulted. You let two people interfere with two of MY charges, stopping them entirely. (Well, no, I really don't feel TOO insulted.) This might go over, but this post was just here anyway to make my point, and I can re-post my action if necessary.
Mtroid Prime: 4/30
I now give the EN-Mech Strength I.
Oh no
I hack at Mega and Proto Man with a ban hammer until it wears out.
An alternate timeline emerges.
However, we must first start from the beginning...
In the meantime I fire grenades and molotovs at Pro-Godmodder stuff.
You enter the temple! Using the entrance!
Kefka will attack the EN-Mech! Also, I thought that Sadism caused all physical attacks to only hit at 75% power, not healing him.
2,200 damage to the C-Mech Mk. II!
There is no such thing as the "EN-Mech Mk. II", so I'm going to assume you mean the EN-Mech. 2,300 damage!
+1,000 EN-Mech HP!
It failed! 2,500 damage!
The Thunder Tank will hit all the Mechs!
EN-Mech can now attack twice per turn!
The Star Destroyers will attack the UNSC Frigates!
The lava turns the water into cobblestone, accomplishing nothing!
When the attack hits, the Godmodder tries to ram into the EN-Mech as softly as possible, so it only deals 1,500 damage!
The Godmodder is so distracted by Homestuck that he cannot attack this turn!
You got the binary right! You get... nothing!
You fail!
You fail!
2,100 damage!
Assuming you mean the AG players, you succeed!
Since when did you hit the Godmodder with an axe? And because the Godmodder's armor breaks doesn't mean everyone else's does. However, you do nail all the Mechs, dealing 500 damage to all of them, and you do summon the Spirits of the Dead! Except that since they were forged from the Godmodder's blood, they are loyal to him and him only!
All ships added!
You deal 1,500 damage to both!
That binary reads: "Hey TwinBuilder, this typing in binary stuff is actually pretty neat! I like it!" for anyone who was wondering. You are in the temple with TT2000!
All the planes are gone, too.
Since this post was just you punching the Godmodder in the face, which is a low-level attack, it does nothing!
Welcome back! If you haven't done so already, read the OP to get accustomed to the new rules. You deal 2,000 damage to the C-Mech!
115 zombies will attack 115 times on page 115, just as you say. Whether they will be successful or not is a different story...
I'm sorry if I let people interfere with your charges. That was a mistake. You fail to buff the Mech because you go over the post limit!
Quest Info:
ThunderCam and TT2000 are both in the temple now. As they walk through it, they find a huge grand hall with a beautiful stained glass ceiling depicting a war of sorts. The walls and pillars are made of a dark brick that isn't in Vanilla Minecraft... And as far as you know, this server isn't modded! You see a nearby door to your left, and a staircase leading down.
End-of-Turn Battle:
Ryth tailgates Proto Man to an open field. He prepares to strike at Proto Man, but he turns around and shoots with his Proto Buster! However, Ryth jumps in the air, avoiding the blow, and the pellet richochets off of a nearby mirror, rebounding and dealing 2,000 damage to Proto Man!
The Mechs prepare their various assortments of weapons, getting ready to attack! The C-Mech Mk. II, Z-Mech Mk. II, and S-Mech Mk. II rush into the front lines, revving up huge plasma machine railgun cannons, dealing 15,000 damage to Gamma! The SL-Mech, W-Mech, and EN-Mech deal 15,000 damage to Kefka! However, since the EN-Mech can attack twice, it unsheathes plasma claws from its hands, and teleports over to Starkiller, dealing 4,000 damage to his Helmet!
Now, the other Pro-Godmodders attack. All of RC's newly-summoned ship destroy the Thunder Tank's force field! The Star Destroyers deal 2,500 damage to Frigate 1! Mega Man forgoes his attack this turn to charge up his Mega Buster, resulting in a more powerful attack next turn! GLaDOS develops a new model of Turret, the Neuro-Turret, whose bullets can inflict neurotoxin! She will use it next turn. GLaDOS neurotoxins UNSC Frigate 1! The Spirits of the Dead harness the power of the Necronomicon and kill Shadow Man!
Kefka uses Lightning Strike against the EN-Mech, dealing 2,500 damage! The Thunder Tank uses its Camoflauge Missiles against every Mech, dealing 1,000 damage to each! Every other Anti-Godmodder deals 12,500 damage to the Spirits of the Dead! The Godmodder, who is reading Homestuck, still cannot attack this turn, but he will snap out of it by next turn. All of the Mech's Special Attacks go up by one point.
The Battlefield:
Ryth the Deathless Blademaster: [N] HP: 1,500/1,500. Dueling: Proto Man.
Gamma: [AG] HP: 16,500/40,000. Weakness: Search Snake.
Mainframe Beacons: [AG] HP: 7,500/7,500. (x9.)
Kefka Palazzo: [AG] HP: 45,000/60,000.
Starkiller: [AG] HP: 49,800/50,000. Specials: Anti-Pyschology Helmet: HP: 10,000/20,000.
Master Chief: [AG] HP: 35,000/35,000. Shields: 4,000/5,000. Special Attack: IIIII
Thunder Tank: [AG] HP: 20,000/20,000. Force Field: 0/20,000.
Wily Machine 7: [AG] HP: 49,000/55,000.
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.
UNSC Frigate 1: [AG] HP: 11,500/15,000. MAC Cannon: IIIIIIIIII ODST Drop: III Neurotoxin: III
UNSC Frigate 2: [AG] HP: 15,000/15,000. MAC Cannon: IIIIIIIIII ODST Drop: III
UNSC Frigate 3: [AG] HP: 13,500/15,000. MAC Cannon: IIIIIIIIII ODST Drop: III
Star Destroyer Fleet: Tyranny, Vehement, Accuser, & Stalker: [PG] HP: 10,000/10,000. (x4.) Shields: 1,000/1,000.
Tartan-Class Patrol Cruiser: Agility, Fantome, Attentive, Invincible, Vindictive: [PG] HP: 2,000/2,000. (x5.)
Acclamator I-Class Assault Ship: Arrestor, Danticore, Harilin, Majestic: [PG] HP: 5,000/5,000. (x4.)
Victory-Class Star Destroyer: Bombard, Subjugator, Wachtor: [PG] HP: 10,000/10,000. (x3)
Broadside-Class Cruiser KDB-1: Centurion, Scipion: [PG] HP: 10,000/10,000. (x2)
Immobilizer 418 Cruiser: Sentinel: [PG] HP: 10,000/10,000.
Fleet Commander: [PG] HP: 100/100.
Mega Man: [PG] HP: 17,500/35,000. Weapons: Mega Buster. No charge. Junk Shield. Ammo: 100/100.
Proto Man: [PG] HP: 6,600/25,000. Weapons: Proto Buster.
GLaDOS: [PG] HP: 17,400/35,000. Specials: Neurotoxin deals additional damage. When HP is critical, summons neurotoxin storm dealing damage to all.
C-Mech MK. II: [MECH] HP: 59,300/65,000. TNT Strike: IIIII
Z-Mech MK. II: [MECH] HP: 73,500/75,000. Undead Horde: IIIII
S-Mech MK. II: [MECH] HP: 78,500/80,000. Sniper Rifle: IIIII
SL-Mech: [MECH] HP: 48,500/50,000. Acid Rain: IIIII
W-Mech: [MECH] HP: 38,500/40,000. Potion Supply: 20,000/20,000. Crit Potion: IIIII
EN-Mech: [MECH] HP: 80,700/90,000. World's End: IIIII
Spirits of the Dead: [PG] HP: 32,500/45,000.
Godmodder: [GM] HP: 79/125. Reading Homestuck.
01010011 01101000 01101111 01110101 01101100 01100100 00100000 01001001 00100000 01100100 01101111 00100000 01110100 01101000 01101001 01110011 00100000 01100101 01110110 01100101 01110010 01111001 00100000 01110100 01110101 01110010 01101110 00111111
Using my remote controller for the Thunder Tank, I blow up the side of a mountain. The C-Mech Mk. II sees me and gets jealous that I'm the one blowing things up. I tell it that we can having a destruction contest. We go up to another mountain and I blow up one side of it, and the C-Mech Mk. II blows up the other side, which secretly has a gigantic chunk of gravel right above it. The gravel falls onto the C-Mech Mk. II, and encases it. I then free the C-Mech Mk. II by blowing up the gravel, damaging it also. It thanks me for freeing it, and then it looks at both sides of the mountain. It notices that its side has a smaller hole than the my side, so It says it is the winner. I let it think that, and it walks away with bruises and a frown turned upside down!
Temple:
I go into the grand hall, and try to mine the strange block. I notice that it can't be mined... I then wonder if it is a replica of obsidian or bedrock, and then I go back to TT2000, tell him what I found and tell him he can decide where to go first.
I also heal Kefka with a Splash Potion of Healing 9001.
An alternate timeline emerges.
However, we must first start from the beginning...
Add:
Executor Class Star Dreagnaught (x2) - 4/20
Eclipse class Star Destroyer - 4/25
Stormtroopers (going inside temple)
Officer (commanding those troopers)
I'm grateful that Thundercam is helping me! I won't try to order him around, though. He can help however he wants.
Check out my bad CTM map reviews here.