Alright, Sorry about the wait; quoting is incredibly screwed up. Now back to our regularly scheduled programming (hopefully.)
And about the post cap: there's no need to post or bump the thread once the limit is reached. I will get to posting eventually. Also, you cannot charge after the limit. So you will have to redo those posts, pieter.
Proto Man: 5/11 (No, I didn't skip. I accidentally did 2/11 twice, and just edited it.)
I laugh as sigmatw fails to do anything useful!
I then turn into a Smoke Demon. I will have a lot more attack power, but whoever kills me gets a minor Spoil of War - the Smoke Bomb, which clouds someone's vision. I start by shooting smoke everywhere, choking people.
You turn into a Smoke Demon! That will be added as an entity.
My body turns a violent violet, cackling with lightning, as the stuff rains from the sky, flames dancing everywhere from the destroyed Shadow Clones. My body floats back down, task finished.
I know Mega Man is the enemy. I gave the Barrita to a PG on purpose. (There was a chance for bad things to happen to Mega Men, as well as good things. LOOK AT THE EFFECT LIST!)
Thunder Tank [8/20]
For my attack, I kill 3 Creepers, dig up some sand, mine some cobble, and get some wood. I then a make a TNT and a lever. I teleport up to the Dominator, using a teleportation glitch machine, and place 1 TNT next to the engine and set it off with a lever.
Alright...I did look at the list. 2,100 damage to the Dominator!
I think what ThunderCam777 is trying to say is that he was trying to do a gambit with the bad effects on the Barita.
ANYWAYS...
"Oh my, my robots are under attack. This simply will not do."
AND THEN A JUNK MAN POPPED OUT OF NOWHERE
"Junk Man, what are you doing?"
"I'm trying to protect my fellow bots!"
"Well, alright..."
What happened: Junk Man disobeys orders and jumps in out of nowhere to use his Junk Shield to protect Quick Man.
Junk Man
HP: 7,000/7,000
JUNK SHIELD HP: 1,750/1,750
Weapon: Junk Shield (Can protect an enemy from harm for as long as the shield holds from damage. It has low HP because, well, a crit would insta-destroy the shield and deal 250 damage to the protected)
Specials: Shielding Quick Man (His shield is protecting Quick Man, therefore Quick Man has a "Shield" of 1,750 HP.)
I order both the Warhounds and Black Templars to withdraw from battle. Once safely away, they begin mending wounds, repairing damage, and restoring shields.
The Warhound Titans and Black Templars leave the battlefield, but not before the Godmodder kills a Templar!
Sensing Twin's reply before he posts it, I sense that the godmodder will likely have edited all info out of it that could conceivably be useful, ever. So...I need to use time powers to go back to before it was edited! I build a time machine, and head back a year into the past, moving to the nearest computer and not meeting my past self(no paradox complications!), then I check for the gamefaq, to see if it has been made yet.
Although nothing was really edited, you go back a year in the past! At that point, the forum game had just started, and the author had not been around to fight the godmodder. You go back.
[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! 2/20
building the Landkreuzer 3/30 (It isnt a plane, more like a battleship on treads... no plane could carry and fire such guns.)
i will charge it longer only if it gets much stronger then. like it should have been in real.
Alright. You can't charge it anymore than it already is, though.
[quote=TT2000;/comments/11854136]
I move into the next phase of the realism project "Civilization". It all started with the dinosaurs*...which conveniently have just appeared, and are attacking the godmodder.
*Same as last time.
The godmodder tames the dinosaurs with meat and plants and makes them walk off a cliff! He burns their carcasses without a trace. However, some trees and plant life that are not normally in Minecraft begin growing. The godmodder grows unwary...
With the dinosaurs now here, I summon what many believe killed the dinosaurs*...a HUGE METEOR!
It lands right on the godmodder, luckily for us.
*Maybe. But probably not me.
BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!
That is the sound of the godmodder flying up to the meteorite, grabbing it, and throwing it so that it crashes into the crater that Opel-Speedster made. However, the meteor creates a huge dust cloud that turns the battlefield's biome into an Ice Plains biome! After an hour or so, it clears up.
A flame ball is launched from the Fiery Joker's hand, and I begin to meditate. Suddenly a lightning ball forms in back of me. When the flame ball is about to reach me, both orbs begin to orbit me. They are about to collide at my head...
Use LogicTM to screw with The_Serpent's Smoke Bomb!
"You see, the Smoke Bomb you say affected EVERYONE and not just simply AGs. So technically, you just screwed over your own side as well as ours. Good day, please rage at me, have a good night."
(There's a distinct lack of players...)
What do you mean? Right now, we have at least 12 regular players.
[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! 3/20
building the Landkreuzer 4/30
[quote=ninjatwist321;/comments/11854153]
Summon Logician: 30/30 COMPLETE!
BOOOOOOM!
An explosion is heard as both orbs collide with my head. As the image dissipates, I become another form... That is more powerful... infinitely powerful!
Let the party begin!
As an incarnate of the Logician's power, I am everything but logical, a demented fusion of our magic. In my crazed looks, I turn to face the massive PG army.
If these need tweaking, let me know.
Kefka
HP: 40000/40000 Attacks:
Blade Spin (Melee): Deals 500 damage to a meleeing PG troop 10 times. Can attack multiple PG troops.
Firewall (Ranged): Forms a wall that deals 1000 damage to any PG troop it touches.
Lightning Strike (Ranged): Deals 2500 damage to a single PG troop.
Death Dance (Ranged): Deals 1500 damage 7-15 times to random PG troops. Cannot be blocked except by Godmodder. Takes 2 posts to charge.
Dement Dance: Grants Hallucinating to 5 PG entities, which halves accuracy.
Mediblast (Support): Heals 1 damage to an AG entity 10000 times. Can be used on multiple AG troops. Cannot be used on self.
Shadow Summon (Support): Summons two Shadow Clones.
Ka-boooooooom! (Ranged): Deals 20000 damage to every PG entity. Takes 5 posts to charge. Requires 20000 HP to execute, does not expend. Passives:
Regeneration: Each turn, regenerate 4000 HP.
Dancing Mad: Twice as likely to dodge attacks.
Twin Magics: Immune to Fire-based or Lightning-based attacks. Takes double damage from Cold- based attacks.
Sadism: Drains half of any physical-based attack targeted on him. (E.g. A sword, bullet, basically anything not magic.)
Shadow Clone
HP: 500/500 Attacks
Rifle (Ranged): Deals 300 damage to a targeted PG entity.
Saber (Melee): Deals 400 damage to a ground-based PG entity.
Flame Wave (Ranged): Deals 250 damage to 5 PG entities.
Buy Crappy Co-Op Game (Support): Distracts targeted PG entity until dead. Distraction means it cannot attack.
Like I said, if these need tweaks, let me know.
Oh gosh.
Kefka added!
His overall HP will be boosted slightly. Blade Spin's power will decrease the more PG entities get attacked. Its damage will also be changed to 3,000. Same with Mediblast. Death Dance will deal 6,000 damage. Dement Dance and Ka-booooooooom! will also be tweaked. Regeneration buff will be tweaked.
I take a look at the first civilizations: Cavemen*! They may have only had sticks and rocks, but that doesn't mean they can't attack the godmodder with them! They exercise this freedom by going full-on assault with the godmodder!
Sticks and stones do not break this godmodder's bones! Neither do words, for that matter. The godmodder shoots words at the cavemen, killing most of them! Some sponteanously turn into villagers and build villages.
[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]
11 P40 fighter
6 SBD divebomber, 1 SBD divebomber 1/2
4 B25 bomber, 1 B25 bomber 1/3
Stealth fighters? although that only makes them invisible to radar, that is still not a good thing. Evolving the airfield! 4/20
building the Landkreuzer chassis 5/30
mounting modules and parts 0/10
placing the (extremely) heavy guns 0/5
finishing touch 0/5
[quote=OpelSpeedster;/comments/11854161] *Waits impatiently until TwinBuilder posts*
[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]
12 P40 fighter
7 SBD divebomber, 1 SBD divebomber 0/2
4 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! 5/20
building the Landkreuzer chassis 6/30
mounting modules and parts 0/10
placing the (extremely) heavy guns 0/5
finishing touch 0/5
[quote=ThunderCam777;/comments/11854163] Do charges count after 35 posts?
Max HP: Possibly increase to 45000?
Blade Spin: What I intended was that it could attack a certain number of times to different enemies. However, with the requested tweak, 500 damage 6 times should meet your standards.
Mediblast: OK, healing with Mediblast can be nerfed, healing 1 point 3000 times.
Death Dance: I admit it needs a nerf, it deals 1500 damage, but only 2-5 times. It still retains its charge time.
Dement Dance: Now has a 1/3 chance to work.
Ka-booooooooom!: This was designed to be the ultimate attack, but fine, it only deals 16000 damage, and Kefka now must recharge for 2 posts.
Regen: I'll nerf it to 5% max health per turn, which means 2250 HP per turn.
I find a random chest filled with 9 Night Vision/ Fog Vision Potions. I drink one for myself, and give the other 8 to the next 8 attackers.
I power up a mega powerful fan in the Smoke Demon's face. It shoots smoke into his eyes and mouth, damages him slightly, and clears some of the fogginess from the battlefield. Note: I couldn't stab the Smoke Demon because he is made out of smoke.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/25/2013
Posts:
48
Member Details
30/30
Starkiller the most OP character in the star wars universe.
Summoned
30/30
Solar Eclipse Cannon
In storage till further notice.
1/30
Confederacy Fleet
Starkiller
HP:25000/25000
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
Okay. This time, I use a time machine again, going back 6 months now, once again carefully avoiding myself, then get on my computer and check the faq to see if it's there yet, and if it is, if the godmodder has gotten to it yet. While I'm at it, I also check to see if I can find an exact date the guide was posted(why didn't I think of that earlier?). Actually exploring is a last resort, since doing things the suggested way is never as effective as finding a creative way around it, at least in this game.
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.
2/30
Confederacy Fleet
1/10
Anti Empire Plan
Starkiller
HP:25000/25000
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
Shotgun Sentry (30 material to build) Machine Sentry (50 material to build) Rocket Sentry (75 material to build)
Now building Shotgun Sentry Level 1 using 30 material!
Material: 0/500
Progress: 0% (will take 4 turns from now on to build sentry)
-One barrel shotgun.
-very small
-deals 15 damage each shot Ammo loaded: 4 shotgun bullets Ammo contained: 12 Maximum Ammo: 96
Current Ammo: 4/1296
Hint, the small number next to the 12 is the maximum ammo contained.
Current Health: 20/100 (will go to full health when complete)
As I wait for the sentry to finish, I pull out a Glock 18 and shoot the godmodder.
To explain the beacon:
I may add on to any of my posts "Reenforcing Black Templars". After Five posts, a Black Templar is summoned, but it can not surpass the original amount.
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!
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.
3/30
Confederacy Fleet
2/10
Anti Empire Plan
Starkiller
HP:25000/25000
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
Proto Man: 7/11
I create more smoke, but this time only around the AGs, and in their lungs! They can hardly breathe!
(Yes, I can see through my own smoke. I'm a smoke demon.
Rollback Post to RevisionRollBack
Oh no
To post a comment, please login or register a new account.
An alternate timeline emerges.
However, we must first start from the beginning...
And about the post cap: there's no need to post or bump the thread once the limit is reached. I will get to posting eventually. Also, you cannot charge after the limit. So you will have to redo those posts, pieter.
You read Section 7!
[7] Conclusion/FAQ
Do you have any more info on how to summon the thing to reveal the godmodder's secret? What is it?:
Well, that doesn't seem like a lot to go on, but it's all we've got.
You turn into a Smoke Demon! That will be added as an entity.
Alright...I did look at the list. 2,100 damage to the Dominator!
Junk Man added! He is protecting Quick Man!
The Warhound Titans and Black Templars leave the battlefield, but not before the Godmodder kills a Templar!
No. You were charging both of those things at once, not seperately. It would be an unfair advantage.
Although nothing was really edited, you go back a year in the past! At that point, the forum game had just started, and the author had not been around to fight the godmodder. You go back.
None of your posts will be counted! You will have to redo them for next turn. The duel was done randomly and fairly.
The godmodder tames the dinosaurs with meat and plants and makes them walk off a cliff! He burns their carcasses without a trace. However, some trees and plant life that are not normally in Minecraft begin growing. The godmodder grows unwary...
Yes it is.
BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!
That is the sound of the godmodder flying up to the meteorite, grabbing it, and throwing it so that it crashes into the crater that Opel-Speedster made. However, the meteor creates a huge dust cloud that turns the battlefield's biome into an Ice Plains biome! After an hour or so, it clears up.
You create a smoke bomb! It fogs up the entire battlefield...no one can see their hands in front of their face!
You can barely see due to all the fog! You only manage to break off one of the Rage-Mech's cannons...
What do you mean? Right now, we have at least 12 regular players.
Oh gosh.
Kefka added!
His overall HP will be boosted slightly. Blade Spin's power will decrease the more PG entities get attacked. Its damage will also be changed to 3,000. Same with Mediblast. Death Dance will deal 6,000 damage. Dement Dance and Ka-booooooooom! will also be tweaked. Regeneration buff will be tweaked.
Sticks and stones do not break this godmodder's bones! Neither do words, for that matter. The godmodder shoots words at the cavemen, killing most of them! Some sponteanously turn into villagers and build villages.
What?
[quote=PitTheAngel;/comments/11854165]
*continues dancing because we hit the 35 limit*End-of-Turn Battle:
Everything is so fogged up from the Smoke Demon that no one can even attack! The smoke will clear next turn.
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.
Gamma: [AG] HP: 28,500/40,000. Weakness: Search Snake.
Quick Man: [AG] 5,500/7,500. Junk Shield: 1,750/1,750. Weapon: Quick Boomerang. Weakness: Time Stopper. Specials: Is neurotoxined.
Shadow Man: [AG] 6,500/7,500. Weapon: Shadow Blade. Weakness: Top Spin.
Junk Man: [AG] HP: 7,500/7,500. Weapon: Junk Shield. Weakness: Thunder Bolt. Is protecting Quick Man.
Mainframe Beacons: [AG] HP: 7,500/7,500. (x9.)
Kefka Palazzo: [AG] HP: 60,000/60,000.
Smoke Demon: [PG] HP: 12,000/12,000.
Dominator: [PG] HP: 6,425/25,000. Shield: 82%. 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. (x3.) 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.
Enchanting
Max HP: Possibly increase to 45000?
Blade Spin: What I intended was that it could attack a certain number of times to different enemies. However, with the requested tweak, 500 damage 6 times should meet your standards.
Mediblast: OK, healing with Mediblast can be nerfed, healing 1 point 3000 times.
Death Dance: I admit it needs a nerf, it deals 1500 damage, but only 2-5 times. It still retains its charge time.
Dement Dance: Now has a 1/3 chance to work.
Ka-booooooooom!: This was designed to be the ultimate attack, but fine, it only deals 16000 damage, and Kefka now must recharge for 2 posts.
Regen: I'll nerf it to 5% max health per turn, which means 2250 HP per turn.
An alternate timeline emerges.
However, we must first start from the beginning...
I find a random chest filled with 9 Night Vision/ Fog Vision Potions. I drink one for myself, and give the other 8 to the next 8 attackers.
I power up a mega powerful fan in the Smoke Demon's face. It shoots smoke into his eyes and mouth, damages him slightly, and clears some of the fogginess from the battlefield.
Note: I couldn't stab the Smoke Demon because he is made out of smoke.
I also found a picture of the Smoke Demon:
(I know The Godmodder is the enemy. I want him to use it.)
Looting Level 3 enchanted.
Two Shadow Clones appear by his sides.
An alternate timeline emerges.
However, we must first start from the beginning...
Starkiller the most OP character in the star wars universe.
Summoned
30/30
Solar Eclipse Cannon
In storage till further notice.
1/30
Confederacy Fleet
Starkiller
HP:25000/25000
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 fire my UBER Cannon at Ryth.
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1/30
Solar Eclipse Cannon
In storage till further notice.
2/30
Confederacy Fleet
1/10
Anti Empire Plan
Starkiller
HP:25000/25000
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
CLASS: Sentry Engineer
Material: 30/500
Sentry storage:
Shotgun Sentry (30 material to build)
Machine Sentry (50 material to build)Rocket Sentry(75 material to build)Now building Shotgun Sentry Level 1 using 30 material!
Material: 0/500
Progress: 0% (will take 4 turns from now on to build sentry)
-very small
-deals 15 damage each shot
Ammo loaded:
4 shotgun bullets
Ammo contained:
12
Maximum Ammo:
96
Current Ammo: 4/1296
Hint, the small number next to the 12 is the maximum ammo contained.
Current Health: 20/100 (will go to full health when complete)
As I wait for the sentry to finish, I pull out a Glock 18 and shoot the godmodder.
I may add on to any of my posts "Reenforcing Black Templars". After Five posts, a Black Templar is summoned, but it can not surpass the original amount.
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
TOPICS I MAKE, Y U NO STAY ALIVE?
Solar Eclipse Cannon
In storage till further notice.
3/30
Confederacy Fleet
2/10
Anti Empire Plan
Starkiller
HP:25000/25000
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
Walking outside
I create more smoke, but this time only around the AGs, and in their lungs! They can hardly breathe!
(Yes, I can see through my own smoke. I'm a smoke demon.
Oh no