I begin using sideward slices, and I am rewarded with flames dancing everywhere.
One attempts to attack with his sword, but I leap out of the way, slashing across two shadow clones in the process, while the clone I dodged hits another.
I stab it through on the way back, and pick up its sword.
My Servitors and Techpriests lock up the Warhound Titans to purge the neurotoxins. Meanwhile, the Black Templars charge GLADOS firing their Lascannons with the intent to get into CQC so they can RIP AND TEAR it with their Power swords.
Rollback Post to RevisionRollBack
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!
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.
[/color]
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.
I decide to continue with the realism project, and think "what came after the explosion... I know! MOLTEN ROCK!"*
The godmodder is suddenly and realistically buried in an ocean of lava.
*The seeming religious views expressed by the order of events displayed in this project(read: Evolution theory references) probably do not reflect the actual views of the author.
To decide on the special effect of the barrita, I have created an effect list. You will chose a random number between 1-9. After you have chosen that number, you may look at the spoiler to see what the special effect is. DO NOT LOOK AT THE SPOILER BEFORE YOU DECIDE!
Note: Effects 1-5 last for 4 Turns. Effects 6-9 are instant. After the effect wares off, the barrita disappears into thin air.
1. 500 Health Regen per turn.
2. 500 Damage per turn.
3. Invincibility
4. Super Strength
5. Paralysis (Can't attack)
6. 1,000 Damage
7. 1,000 Health
8. Death of a AG troop.
9. Death of a PG troop.
Proto Man: 4/11
I accept the duel, and take out my old friend the Solar Trans-OX. I then don my Exo Armor, and begin the battle! Whoever wins will get... well, Twin will decide that.
[1] Welcome & Info [1.1] Contacting Me [2] Godmodding 101 [2.1] The Finer Arts of Godmodding [3] Godmodder's Allies [3.1] The Terrors [3.2] The Mechs [3.3] The ^#% [email protected]%* *#[email protected])&%! (This text is glitched out...) [4] The Godmodder's Enemies [4.1] The Void [5] Counter-Godmodding [5.1] DO THIS [5.2] NOT THIS [6] A Godmodder's Greatest Threat [7] Conclusion/FAQ
You skip to Section Six, for obvious reasons...
[6] A Godmodder's Greatest Threat
Suprisingly, no one has been able to come up with a surefire way to destroy a Level Omega+ Godmodder. (If you've skipped ahead, just know this is the most powerful type. There is only one in existence.) Lower-level Godmodders can be beaten by using attacks that cannot be godmodded, in other words, original attacks.
However, if a Godmodder can just be weakened, less original attacks can have a greater chance to work. Except for Chuck Norris, but that is covered in Section 3. To weaken him, you just need to knock his HP down far enough. He'll lose some steam.
If the Godmodder drops below 10 HP, I think that only events triggered by players or the GM can damage him, but this has yet to be tested outside of one thread. Once the Godmodder hits 1 HP, he should summon an ultra-powerful entity whilst healing himself. In this case, only something from the Void (Section 5.1) can stop it.
But, to make the Godmodder be vanquished by 1 HP, without the Void, you're going to need something very special. You're going to need {THIS HAS BEEN EDITED BY Godmodder001. HAHA I WIN AGAIN} To find this, you're going to need to make... something... appear. I'm not sure how to make it appear, but try doing things out of the ordinary.
You cannot finish a charge and then instantly start another one. You're going to have to wait a little. Plus, if those two summons are armies, I would suggest just dropping them. You've summoned so much armies that the Curse of Repetitivenessâ„¢ would probably just make them not even worth the time to summon.
I begin using sideward slices, and I am rewarded with flames dancing everywhere.
One attempts to attack with his sword, but I leap out of the way, slashing across two shadow clones in the process, while the clone I dodged hits another.
I stab it through on the way back, and pick up its sword.
My Servitors and Techpriests lock up the Warhound Titans to purge the neurotoxins. Meanwhile, the Black Templars charge GLADOS firing their Lascannons with the intent to get into CQC so they can RIP AND TEAR it with their Power swords.
The Warhound Titans are healed from the neurotoxin. The Black Templars are locked on to GLaDOS!
[spoiler=Hickam Field]Control Tower
-1000/1000 health
-scans for targets and sends the right planes
[spoiler=Hangars]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[/spoiler]
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[/spoiler]
[spoiler=Blueprints][spoiler='Fighter 'P40 Warhawk']
-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[/spoiler]
[spoiler='Divebomber 'SBD Dauntless']
-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
[spoiler='Bombers 'B25 Mitchell']
-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
[spoiler=V-2]
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.[/spoiler]
[spoiler=Landkreuzer P. 1000]
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.[/spoiler]
Stealth fighters? although that only makes them invisible to radar, that is still not a good thing. Evolving the airfield! 1/20
building the Landkreuzer 2/50
i will charge it longer only if it gets much stronger then. like it should have been in real.
Alright, alright, I don't know what you're doing, but if you're going to charge that plane for 50 posts, it's going to be much, much stronger. And remember, the charge cap is 30.
[quote=TT2000;/comments/11854108]
I force the godmodder into a chokehold using my awesome martial powers that I just acquired!
I decide to continue with the realism project, and think "what came after the explosion... I know! MOLTEN ROCK!"*
The godmodder is suddenly and realistically buried in an ocean of lava.
*
If you make fine print, the Godmodder will just magically enlargen it! Try coded text instead. Luckily, the Godmodder had a Fire Resistance Potion on him, and even then, his Bedrock Armor with Flame Resistance M would keep him safe too.
To decide on the special effect of the barrita, I have created an effect list. You will chose a random number between 1-9. After you have chosen that number, you may look at the spoiler to see what the special effect is. DO NOT LOOK AT THE SPOILER BEFORE YOU DECIDE!
[spoiler=Effect List]Note: Effects 1-5 last for 4 Turns. Effects 6-9 are instant. After the effect wares off, the barrita disappears into thin air.
1. 500 Health Regen per turn.
2. 500 Damage per turn.
3. Invincibility
4. Super Strength
5. Paralysis (Can't attack)
6. 1,000 Damage
7. 1,000 Health
8. Death of a AG troop.
9. Death of a PG troop.[/spoiler]
The number 4 was chosen! Mega Man's attacks will crit this turn! You are aware that Mega Man is the enemy, right?
[quote=The_Serpent;/comments/11854118]
Proto Man: 3/11
I accept the duel, and take out my old friend the Solar Trans-OX. I then don my Exo Armor and Exo Shield, and begin the battle! Whoever wins will get... well, Twin will decide that.
You accept the duel request! Thunder marks your duel spot, as you rush to attack!
Midthrow, the R_Mech blasts The_Serpent with its cannon, causing him to hurtle straight towards you, canceling the attack!
1v1 Duel:
sigmatw and The_Serpent are just about to duel when they realize that players are invincible! The Godmodder laughs, and replies, "Only under certain circumstances..." You then feel a wind blow through you, as you realize you have been given health bars! The loser of the duel will have all his posts ignored next turn! The two of you clash with all the power you have, but The_Serpent falls off a cliff in his haste! sigmatw walks away, thinking his work is done, but The_Serpent climbs back up and backstabs him!
The_Serpent has won.
End-of-Turn Battle:
Meanwhile, the Sniper-Bots use Hyperlaser against Ryth, clipping him for 600 damage! Ryth then slices a Sniper-Bot's arm off, dealing 750 damage to it!
The Shields, Mage Templars, and Assault-Bots deal 3,000 damage to the Dominator! The shields absorb half of it. The Titans deal 1,500 damage to the cannons! Gamma and his Men destroy the rest of GLaDOS's cores! "Where are we goiiii--" "Grrrrr--" The Black Templars attack GLaDOS for 2,500 damage! Quick Man takes 1,000 damage due to neurotoxin.
Mega Man kills 4 Assault-Bots with his crit powers! The Dominator, SD Fleet and the Rage-Mech kill 55 Mage Templars! GLaDOS neurotoxins the Black Templars! The Godmodder deals 5,000 damage to a Warhound Titan! The Godmodder grins, ready for a real fight next turn. He also thinks about that GameFaq article he trashed a while ago. He wonders if anyone read his art...
The Battlefield:
Ryth the Deathless Blademaster: [N] HP: 900/1,500. Dueling the Sniper-Bots.
I begin using sideward slices, and I am rewarded with flames dancing everywhere.
One attempts to attack with his sword, but I leap out of the way, slashing across two shadow clones in the process, while the clone I dodged hits another.
I stab it through on the way back, and pick up its sword.
An alternate timeline emerges.
However, we must first start from the beginning...
I engage the AGs in battle with my Ultra Vile Blade.
Oh no
-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.
9 P40 fighter
5 SBD divebomber, 1 SBD divebomber 1/2
3 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! 1/20
building the Landkreuzer 2/50
i will charge it longer only if it gets much stronger then. like it should have been in real.
Check out my bad CTM map reviews here.
Starkiller the most OP character in the star wars universe.
In storage till further notice.
30/30
Solar Eclipse Cannon
In storage till further notice.
2/30
Egg Fleet
2/30
Grand Egg Army
Egg Pawn
HP:50
Attack:
Energy Machine guns: 100 damage
Shield Egg Pawns
HP:250
Attack:
Bash:50 damage
Buff
Shield: stops 10% of damage
I engage The_Serpent in a 1v1 battle with my trusty UBER Lazer Blades.
Master Chief. 12/20
I attack some PGs with energy swords.
Check out my mod idea! http://www.minecraft...r-with-bending/
The godmodder is suddenly and realistically buried in an ocean of lava.
*The seeming religious views expressed by the order of events displayed in this project(read: Evolution theory references) probably do not reflect the actual views of the author.
Check out my bad CTM map reviews here.
Starkiller the most OP character in the star wars universe.
In storage till further notice.
30/30
Solar Eclipse Cannon
In storage till further notice.
3/30
Egg Fleet
3/30
Grand Egg Army
Egg Pawn
HP:50
Attack:
Energy Machine guns: 100 damage
Shield Egg Pawns
HP:250
Attack:
Bash:50 damage
Buff
Shield: stops 10% of damage
Crafting books
Master Chief. 13/20
Check out my mod idea! http://www.minecraft...r-with-bending/
Starkiller the most OP character in the star wars universe.
In storage till further notice.
30/30
Solar Eclipse Cannon
In storage till further notice.
4/30
Egg Fleet
4/30
Grand Egg Army
Egg Pawn
HP:50
Attack:
Energy Machine guns: 100 damage
Shield Egg Pawns
HP:250
Attack:
Bash:50 damage
Buff
Shield: stops 10% of damage
Crafting diamond sword
5/20][6/20]Barrita has been given to Mega Men.
To decide on the special effect of the barrita, I have created an effect list. You will chose a random number between 1-9. After you have chosen that number, you may look at the spoiler to see what the special effect is. DO NOT LOOK AT THE SPOILER BEFORE YOU DECIDE!
1. 500 Health Regen per turn.
2. 500 Damage per turn.
3. Invincibility
4. Super Strength
5. Paralysis (Can't attack)
6. 1,000 Damage
7. 1,000 Health
8. Death of a AG troop.
9. Death of a PG troop.
I accept the duel, and take out my old friend the Solar Trans-OX. I then don my Exo Armor, and begin the battle! Whoever wins will get... well, Twin will decide that.
Oh no
I start to cackle with lightning, but I must make haste, as the Shadow Clones draw near, and I am running out of
chargestime!An alternate timeline emerges.
However, we must first start from the beginning...
MEANWHILE, SOMEWHERE ELSE:
Bright Man: So we're going AFTER Hard Man and Skull Man?
Bubble Man: Apparently so.
I have no plans for AG Bosses to be entered into the game. You kill 10!
He destroys a Rage Cannon!
You read the GameFAQ...
***************************************************************************
How To Destroy A Godmodder
By TwinGamer
V 1.0 (Finished!)
Made 12/7/12
***************************************************************************
[0] Contents
[1] Welcome & Info
[1.1] Contacting Me
[2] Godmodding 101
[2.1] The Finer Arts of Godmodding
[3] Godmodder's Allies
[3.1] The Terrors
[3.2] The Mechs
[3.3] The ^#% [email protected]%* *#[email protected])&%! (This text is glitched out...)
[4] The Godmodder's Enemies
[4.1] The Void
[5] Counter-Godmodding
[5.1] DO THIS
[5.2] NOT THIS
[6] A Godmodder's Greatest Threat
[7] Conclusion/FAQ
You skip to Section Six, for obvious reasons...
[6] A Godmodder's Greatest Threat
Suprisingly, no one has been able to come up with a surefire way to destroy a Level Omega+ Godmodder. (If you've skipped ahead, just know this is the most powerful type. There is only one in existence.) Lower-level Godmodders can be beaten by using attacks that cannot be godmodded, in other words, original attacks.
However, if a Godmodder can just be weakened, less original attacks can have a greater chance to work. Except for Chuck Norris, but that is covered in Section 3. To weaken him, you just need to knock his HP down far enough. He'll lose some steam.
If the Godmodder drops below 10 HP, I think that only events triggered by players or the GM can damage him, but this has yet to be tested outside of one thread. Once the Godmodder hits 1 HP, he should summon an ultra-powerful entity whilst healing himself. In this case, only something from the Void (Section 5.1) can stop it.
But, to make the Godmodder be vanquished by 1 HP, without the Void, you're going to need something very special. You're going to need {THIS HAS BEEN EDITED BY Godmodder001. HAHA I WIN AGAIN} To find this, you're going to need to make... something... appear. I'm not sure how to make it appear, but try doing things out of the ordinary.
The section convienently ends there...
He tries to make himself land as harmlessly as possible, but deals 50 damage to the Superlaser!
You cannot finish a charge and then instantly start another one. You're going to have to wait a little. Plus, if those two summons are armies, I would suggest just dropping them. You've summoned so much armies that the Curse of Repetitivenessâ„¢ would probably just make them not even worth the time to summon.
You deal 1,000 damage to Shadow Man before he attacks you and forces you to fall back.
The Warhound Titans are healed from the neurotoxin. The Black Templars are locked on to GLaDOS!
How did you acquire them?
You challenge The_Serpent to a duel!
You deal 2,000 damage to the Dominator!
If you make fine print, the Godmodder will just magically enlargen it! Try coded text instead. Luckily, the Godmodder had a Fire Resistance Potion on him, and even then, his Bedrock Armor with Flame Resistance M would keep him safe too.
You accept the duel request! Thunder marks your duel spot, as you rush to attack!
+500 Gamma HP!
Midthrow, the R_Mech blasts The_Serpent with its cannon, causing him to hurtle straight towards you, canceling the attack!
1v1 Duel:
sigmatw and The_Serpent are just about to duel when they realize that players are invincible! The Godmodder laughs, and replies, "Only under certain circumstances..." You then feel a wind blow through you, as you realize you have been given health bars! The loser of the duel will have all his posts ignored next turn! The two of you clash with all the power you have, but The_Serpent falls off a cliff in his haste! sigmatw walks away, thinking his work is done, but The_Serpent climbs back up and backstabs him!
The_Serpent has won.
End-of-Turn Battle:
Meanwhile, the Sniper-Bots use Hyperlaser against Ryth, clipping him for 600 damage! Ryth then slices a Sniper-Bot's arm off, dealing 750 damage to it!
The Shields, Mage Templars, and Assault-Bots deal 3,000 damage to the Dominator! The shields absorb half of it. The Titans deal 1,500 damage to the cannons! Gamma and his Men destroy the rest of GLaDOS's cores! "Where are we goiiii--" "Grrrrr--" The Black Templars attack GLaDOS for 2,500 damage! Quick Man takes 1,000 damage due to neurotoxin.
Mega Man kills 4 Assault-Bots with his crit powers! The Dominator, SD Fleet and the Rage-Mech kill 55 Mage Templars! GLaDOS neurotoxins the Black Templars! The Godmodder deals 5,000 damage to a Warhound Titan! The Godmodder grins, ready for a real fight next turn. He also thinks about that GameFaq article he trashed a while ago. He wonders if anyone read his art...
The Battlefield:
Ryth the Deathless Blademaster: [N] HP: 900/1,500. Dueling the Sniper-Bots.
Shield Egg Pawns: [AG] HP: 250/250. (x73.)
Mage Templars: [AG] HP: 150/150. (x30.)
Assault-Bot: [AG] HP: 2,500/2,500. (x4.)
Sniper-Bot: [AG] HP: 750/1,500. (x3.)
Hickam Field: [AG] HP: 20,000/20,000. Shield: 0/1,500. Control Tower: 1,000/1,000. Fighter Hangar: 500/500. (Planes: 5.) Divebomber Hangar: 500/500. (Planes: 3.) Bomber Hangar: 750/750. (Planes: 2.) Messroom: 750/750. Custom Planes: V-2. HP: 1,800/1,800.
Warhound Titans: [AG] HP: 3,000/10,000. (x3.) Shields: 0/2,000. Guns: 500/500.
Gamma: [AG] HP: 28,500/40,000. Weakness: Search Snake.
Quick Man: [AG] 5,500/7,500. Weapon: Quick Boomerang. Weakness: Time Stopper. Specials: Is neruotoxined.
Shadow Man: [AG] 6,500/7,500. Weapon: Shadow Blade. Weakness: Top Spin.
Mainframe Beacons: [AG] HP: 7,500/7,500. (x9.)
Black Templars: [AG] HP: 1,000/2,000. (x10.)
Dominator: [PG] HP: 7,475/25,000. Shield: 84.5%. Cannons: 2,000/7,000. Generator: 1,500/1,500. Bridge: 2,500/5,000.
Imperial Fleet Commander: [PG] HP: 100/100. Specials: On Dominator.
Star Destroyer Fleet: [PG] HP: 10,000/10,000. (x8.) Shields: 1,000/1,000.
Mega Man: [PG] HP: 26,000/35,000. Weapons: Mega Buster.
GLaDOS: [PG] HP: 25,800/35,000. Specials: Neurotoxin deals additional damage. When HP is critical, summons neurotoxin storm dealing damage to all.
Rage Mech: [PG] Legs: 0/300. (x0.) Rage Cannons: 50/50. (x4.) Shields: 200/700. Rage Superlaser: 1,450/1,500. Minion Spawner: 750/750. Core: 25,000/25,000. Holding Sandvich.
Stealth Fighters: [PG] HP: 2,000/2,000. (x2.)
Godmodder: [PG] HP: 83/125.