(Picture Made by the Notorious, Cpt. Kelly/Bullshift)
Due to the Social Page Having a Limit of 10,000 Characters.
I Will now post Everything that Should be on the Social page here.
-Tye
Quote:
Last Updated: 7/24/10
Thanks for Joining /(^_^)\
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This Group is Called the
S.C.A.R.= Super Crazy Action Robot Group
Pretty much use any giant robot,( what was that?) ANY Type of Mecha your heart Desires. And Fight with them!, It's a Canvas of your imagination for mechs. (Almost, That means you Godmodders :P )
- IMPORTANT!: GO MAKE YOUR MECH!!! AND THEN POST THE PROFILE IN THE HANGAR THREAD FOR ME OR THE HIGH COMMANDERS (URL is at the Bottom of the page for the Hangar)
Ammo types: (To Change Ammo you must Change it during a reload.)
Beam weapons ( *Zap* )
+ More Accurate
- Less Damage
Ballistic weapons ( *Bang*)
- Less Accurate
+ More damage
Heat ( Fire) Bullets :
High in attack, Low in accuracy, May Burn
Phase Bullets:
Lowers your accuracy, as well as your Opponent's , May Lower your Enemy's Attack
N20 Bullets: able to Freeze and render missiles/bombs useless, Freezing effect lasts 1 turn, missiles/bombs effect is infinite, but missiles/bombs are still armed and can explode.
Tracer Bullets: Able to trace an enemy mech at anytime on radar, infinite use, Has No Attack...Is disabled if enemy uses EMP or radar jammer.
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list your Armor Class when you make your mech please.
Armor Classes:
light armor- offers a small boost in defense and doesn't impede movement by alot
Medium armor- offers a boost in defense and impedes movement
Heavy armor- Offers a large boost in defense and heavily impedes movement
All robots start of with:
- A beamsaber
- A Small Guard
- Remote Self-Detonation Device
--------------------------------------------------- Type 3 Robot-
The Type 3 robots are Very Low tech, but on the Bright side, Get the most upgrades at 20 to start off!!
They are also the most Customizable!
Solider: The Main Class in Battle, It has a Mid range Beam rifle and a beam pistol.
Moderate health
Support/Medic/engineer: They assist Others and themselves on the battlefield.Beam pistol and beam Chainsaw/Whip, they can heal every 3 turns.
High health.
Heavy weapons: the literal tanks. They have a Buster which inflicts high damage, they also carry a heavy-class pistol.
High Health.
Demolition: They Pretty much screw everyone over.
They carry a Beam Shotgun and 8 Det Packs.
Moderate health
Lancer ( Or Sniper): Your best friend. they attack from long range and do high damage from long range.
Beam Sniper and Beam SMG
Moderately-Low health.
Blitzger- Think Lumberjack, Of DEATH
Uses an Vibroblade-AXE and Also has 6 gernades
Mod-Health
Recon- Guerrilla warfare
Uses 2 (reg) Beam pistols and a Beam Knife that can be thrown and returns to the user (think slash harken)
Mod - health
Reaver - Swift and Deadly
Uses a Beam Lance/Or Staff-w/ a blade on the top.
Secondary weapon is a Beam Pistol.
Mod- Health
Sentinel - Defenseive Attack
Carries a Razor-Shield, The Shield is Strong and Can be thrown ( it has blades on the sides), it's secondary weapon is a V2 pistol.
Mod-High Health
Bandit - It's a mech with fast speed and evasion, it's weapon is a Boomerang with a Very high impact, Secondary weapon is a Beam Crossbow
it can destory projectiles easily and has a 2 turn radar jammer
Mod- Health
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Type 2 Robots
The type 2 robots are more advanced but get less Starter upgrades at 10.
These guys a Moderately Customizable but their starting weaponry will make it worth the while.
Commando: the Best Starter there is,
Carries 2 beam SMGS and 2 Heavy beam Pistols
Moderate health
SwordMaster: great for CQB.
1 Long Vibro Blade and 2 Short Vibro blades
Moderately high health
Ranger: Upgraded Sniper
They carry 2 Snipers (which can be fired both simultaneously) and a Cloak that lasts for one turn but must take 3 turns to be recharged,
Moderate health
Vanguards: Hot stuff coming your way!
2 BUSTERS! and 1 beam shotgun
however the downside
Moderately low health.
Hacker:They Also pretty much screw you over.
They carry 6 Emp gernades and 2 Plasma SMGS
Moderately low health
Brezerker- May he have pity on your soul.
Carries an "Odin" Hammer that is slow but deadly and also carries a Beam shotgun.
Mod-High health
Grenadier (Bomber)-
Carries a Tri-shot Rocket lancher, that fires 3 rockets at once (duh), Secondary weapons are
4 Frag Gernades.
Mod-Low health
Drakes - Rock the Dragon (Dragonball Z!)
They carry 1 "dragon" rifle and thier secondary is
2 Vibro Katars (or Bladed Shields)
Moderate Health
Monsoon - Rain, rain, Rain down the Pain!
They carry a Gatling/Minigun that rains down Bullets, they are very inaccurate though, Secondary weapon is a V2pistol.
Mod-Low health
Paladin - Knighted
High defense and Attack but Very slow ,Inaccurate and Rangeless.
They carry a [Justice]-Claymore/Zweihänder which will crush you before it cuts you.
thier secondary weapon is a small Mace that is a Close range weapon with high impact but low damage.
They can heal but not as effective as Medics. and only once per spar.
Mod-High Heath
Gunslinger - Gun = Fun.
It's a mech with a very high arsenal. it has 2 beam SMGs, 1 beam Shotgun, and 1 Chainsaw Blade on it's forearms,
it has a aiming system thet can target many targets at once, It is very inaccurate but makes up in firepower. it's best used at medium range.
Low - Health
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Type 1 Robots
These robots are VERY powerful to start off with.
But they are balanced by the Upgrades Starter to 5,
however The weapons they start off with will Dominate lesser Classes.
Dominus:Death shows no mercy.
4 Busters and a "Death beam"
However they have
low health
Celestials : Wing-Zero's type
Moves Blazing fast
Has Dual "Dragon" Rifles
and 4 beam SMGS
Moderate health.
Pirate: Yohohoho!
They will screw you over. They Carry 8 Emp gernades and a Very strong type H-V2 Pistol.
Moderately low health.
Zero( hi-class Sniper): What a Sniper ever wanted
Carries a "F**k you cannon" which inflicts heavy damage at long range, They carry a v2 beam shotgun good for Point blank.
Mod-Low health.
Strykerz - These kids are fast as lightning.
A Close Range combat mech that Swift jabs and Hits make most of it's arsenal and has high base evasiveness and speed., But they are weak against Ranged weapons and Projectiles / Explosives, They Carry 2 Heat Knuckles ( Which can be fired and Connected by a wire, though inaccurate), 2 Foot Blades, and thier external weapon is a small Lighting combat knife.
Mod- High Health ( Strong at CQB,but weaker to Projectiles / explosives)
Bushido: Welcome to the machine, B*tch!
Carries 2 Long Vibroblades and 2 Gun swords
Mod-health.
Ninja - get ready to piss blood in your pants.
Carries 2 Beam knifes (slash harkens), 4 Beam Stars generator (Which are reloaded) and 1 "Gladius" sword, which is Weak but Fast!
Mod - low health
Scorcher - Burn baby burn!
Carries 2 Flamethrowers which inflicts burns! but is very In-accurate. It also carries a Vibro-AXE that can be thrown.
Mod-health
Ryuu-Gaiou-(Lit: Dragon Armor Kings)
These babies are Very powerful at Very close range! Their arsenal Consists of:
2 Retractable Heat Claws ( placed on their arms), 2 Combat Vibro-Daggers.
Mod- Low health
Mauler - Explosions galore.
They carry an 8 tube missile launcher (which is deadly but VERY! inaccurate)
Their secondary weapon are Knuckles that can inflict heavy melee damage but is very slow(They can explode on impact).
Mod- health
Demon-
Info: Doesn't have the Speed of most Mecha, but it makes up for it in Power and Defense. Equipped with a Shield/Gun on it's right arm, it can block most projectile type attacks. While relatively slow, if it gets a direct hit there will be heavy damage, even if it's only with a fist. It's armor is made of Alloy 1090 backed by a layer of Carbon in Crystalline form[Diamond (thus can be hit hard by beam attacks)]. It doesn't carry a Secondary Weapon due to it's Defensive Capabilities.
Variable - Health
Darkslayer - Kill = Thrill
it carries a very advanced Katana on it's mech...it;s only weapon.. This Katana: "Kitetsu" can fire huge, very very huge. Shockwaves for every powerful swing and
Absorbs the impact of most Swords, Stabing an enemy will result in draining the enemy's Defense and health..
However, the mech is very low in defense so it only relies on it's sword but
it has very high health and decent speed., This mech Cannot be equiped with any Projectiles.
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Drones: ( the 2 Drones Upgrade)
They will assist you in your whole spar.
( UPGRADES DO NOT APPLY TO DRONES)
-Beam Saber
-Beam Pistol
-Detonation Device
M-Type Mechs: (Meta-Mechs)
These are transformable robots, And Due to the Broadness of their standards PM me only me to get one, They Come with 5 upgrade points and A max of 3 weapons in their arsenal, for all: Vehicle, gerwalk , and Mech modes
- PM Tyeboi for more Info
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TYPE 04 : Special (must be rank 6 and in good standing) [ Comes with 5 Upgrades]
The Adapter Series: -
AS Info:
----The Adapters only Stand 9ft tall
----They are made of a skin like alloy that is incredibly durable and flexible
----Each AS Mech carries a special weapon known as a Hammer (Different for each Mech) this is their main default weapon
----The AS Mechs start out weak but can gain tremendous power over time
----AS Mechs are highly maneuverable and evasive
----Each AS absorbs an energy type and adds that energy to their own power making them stronger in the process
----The AS mechs can store their absorbed energy to increase there power or release it in a powerful attack
Model: ASKin01
Heath--High
Adapter Type Kinetic
Info: the ASKin01 is able to absorb and displace/manipulate Kinetic energy, this increases all of its physical attributes like speed, strength, endurance, etc every time Kinetic energy is absorbed this does stack and multiply. The overall attribute gain of the ASKin01 is the greatest of the Adapter Series. The ASKin01 incredible strong against physical damage but is weaker to energy (non kinetic) based attacks. The ASKin01 is fully a close combat Mecha.
Hammer Name: Giga
Description Giga is four spiral spires located two on the elbows and two on the ankles
Giga Screw---Giga can rotates and starts to spin this gives the ASKin01s attack rotation, the attack is normal power + (2 x the amount of absorbed Kinetic energy) the spiral attack can deflect enemy attacks
Giga Fist---- Giga enters the mecha and locks in place (this can be done 1 by 1 or all together) this releases the absorbed Kinetic energy (times 10) in a powerful concentrated blast.
Weapons/Abilities
Kinetic absorption field (Can absorb all types of Kinetic energy)
Expandable Energy Shield (This shield can stretch, bend and split to fit the need of the situation)
Model: ASEle02
Adapter Type Electric
Heath Low - Mod
Info: The ASEle02 is able to absorb Electric energy and can displace/manipulate it. This gives a stat boost every time energy is absorbed. The ASEle02 is Physically the weakest of the Adapter Series but is by far the fastest and most evasive. The ASEle02 is unaffected by EMPS and can absorb their energy. The ASEle02 is a Mid to Close range Mecha. The ASEle02 must be at close range to absorb energy from an enemy Mecha, this mech is almost a walking EMP.
Hammer Name: Thor
Description Eight hard alloy rods sticking out of ASEle02's back, they are removable and carry a magnetic force
Thunder Storm--- using the magnetism of the rods the ASCle02 is able to send them into the air and control them as flying darts, these darts can also be charged with electricity making them strong, faster, and sharper. (the darts have a limited distance and cant get to far away from the ASEle02)
Thor's Judgment--- The ASEle02 hold the rods like staffs and and charge and release lighting bolts from them at the enemy, these bolts carry a EMP charge along with them.
Weapons/Abilities
Electric absorption field (Can absorb all types of Electric energy, this includes from other Mecha, or even EMPs)
Electromagnetic Force Field (This can give off magnetic properties such as push and pull, if enough electric energy is absorbed this can give off EMP waves)
Model: ASPho03
Adapter Type Photon
Heath--- Mod
Info: The ASPho03 is able to absorb Photons (light Particles) and can Displace/Manipulate them. The ASPho03 unlike the other AS models has no need to absorb energy since light energy flows through the ASPho03 automatically causing a constant overtime stat boost, but it can still absorb Light particles from enemy attacks such as lazers for an extra boost. The ASPho03 speed is equal to the ASEle02. Of the Adapter series the ASPho03 has the fastest reaction time. The ASPho03 is a long range to mid range Mecha.
Hammer Name: Luminous
Description Luminous is a two part Hammer the first part are a set of white Wings on the back of ASPho03 that grant it the ability of flight and the second part is a Photon Rifle that has both Long and Midrange capabilities
Holy Light--- The Luminous wings bend the light around ASPho03 this can cause invisibility or create a false image
Photon Rifle--- this weapon uses charged Proton particles that cause high intensity lazers, the blast can be either a single concentrated blast or a scatter shot.
Weapons/Abilities
Photon absorption field (Can absorb photon particles from all types of light, includes the sun, moon, stars and even lazers)
Photon Barrier (this barrier can be activated at the speed of light, but cant handle heavy damage, this can also cause a temporary blinding flash)
Model: ASCom04
Adapter Type Combustion
Heath-- Mod - High
Info: The ASCom04 is able to absorb heat energy and can Displace/Manipulate it. The ASCom04 can turn the absorbed heat energy into explosive energy. like the ASPho03 the ASCom04 can gain power from the sun but the amount gained is tiny (unless its a really hot day ). The ASCom04 has the most balanced stats of the Adapter Series, making it the most adaptable to any situation. Of the AS (excluding the ASKin01) the ASCom04 has the fastest absorption speed and can strip the heat form a source in almost an instant. The ASCom04's absorption ability is also able to weaken an emeries energy attack by taking out its heat. The ASCom04 is a long mid and close range Mecha.
Hammer Name: Hell
Description Hell is a two part hammer the first part are a pair of gantlets and the second part are four floating special alloy orbs.
Pyro Orbs--- the Pyro orbs are remotely controlled by the ASCom04 and can enter almost any type of environment, the orbs can be charged with heat energy to form Heat Orbs, they can also ignite to from Fire orbs, and finally they can Explode with a fiery explosion
Hell Hands---- Hells Gantlets can release a explosive blast of energy like a gun from its palm this is stronger the closer ASCom04 is to its target, at point black range ASCom04 will receive backlash damage from this attack. The Hell Gantlets can be used for flight by sending energy through them like a rocket.
Weapons/Abilities
Heat absorption field (Can absorb heat from all sources, this also includes heat from inside other mechs or even attacks)
Fire Guard (This can protect the mecha from damage and also deliver backlash damage to the enemy, if enough heat energy is absorbed then this can cause a melting/burning effect to the surrounding area or even another mech)
________________________________________
-Type Animalis: "Think Zoids"
Default Weaponry
- Heat Claw
- Heat Fang
- Missle Pods x2
Animalisi Souls: [ Most Classified as of now]
CAS systems:
Armor can only be equipped at the begining of a fight and cannot be removed until after the fight has ended.
Z.E.R.O. Buster - System: Increases Speed at the Cost of Defense
Jager 1:
While Liger has the Jager armor equipped counter attack, speed, and evasiveness all become A+ ranked (unless the specified stats are already S ranked, in which case the stat becomes S1). All other stats that were not mentioned become D ( Health is C) unless the stat is already lower than D, in which case it stays the same. Jager armor can only be equipped at the begining of a fight and cannot be removed until after the fight has ended.
Panzer
A Heavy Zoid Upgrade, Gives you alot of Firepower and Heavy Defense But Slow Speed and Evasion.
Armnaments:
- 2 Giga Cannons ( B Classed)
- 4 SMGs ( C Classed)
- 8 Missile Pods ( in total) ( C Classed)
- 1 Z-Sniper ( A Classed)
- Ion Roar ( C classed)
Schineider
A Light Zoid upgrade, Gives you alot of Speed and CQB attack but Low Defense and Accuracy.
Armnaments:
- 2 "Shin" Blades ( B classed)
- 4 Z-Daggers ( C Classed)
- 6 Chains/ Grapple hooks ( C Classed)
- 1 "MUGEN" Heavy Heat-Nodachi ( A Classed)
- Ion Tail Blade ( C classed)
Phantom
A MEdium Zoid Upgrade, Gives you High accuracy and Health, but low Attack and Speed.
- 2 Z-Pistols ( B Classed)
- 4 SMGs ( C Classed)
- 5 EMPs ( C Classed)
- 1 Eagle-Crossbow ( A Classed)
- Ion Rush ( C Classed)
Animalisi Upgrades ( Thanks to ES21):
-Ion Laser Claw
-Buster Slash
-Dual Shock Cannon (If attack is successful, your opponent cannot counter attack next turn)
-Raiden Cannon (DLC) (If attack is successful, your opponent cannot counter attack or defend next turn, but must already have DSC to use)
-Raigeki (If attack is successful, your opponent cannot counter attack or defend for the next 2 turns, in addition, any damage you would take is increased by 1, but must already have DLC to use)
-Instinct (Higher Chance of Damage Reduction)
-Killer Instinct ( Same as Instinct, But Higher of a Counter, Must have Instinct)
-Extermination (Like the "instincts", Highest Counter, must already have Killer Instinct to use)
_____________________________________
Advanced ( must be ranked 7)
-Type 3 Advanced
( more info later)
- Type 2 Advanced
( more info later)
-Type 1 Advanced
( more info later)
___________________________________
The Type X's
[Break system enabled]
( Must be Ranked 10 to make a Type X)
____________________________________
Type: Xiphos [Ranked 20]
(no info now)
---------------------------------
In progress: ( more info later)
- Ignition 1
- Ignition 2 (must have 1)
- Ignition 3 ( must have 1,2)
- Ignition 4 ( must have 1,2,3)
- Ignition COMPLETE (must have 1,2,3,4)
-Algernon [system]
--------------------------------------------------
Mechs coming soon:
-Darkslayer
-Trickster
-Royal Guard
- Gunslinger
[Classified systems, for now.........]
MUGEN [ Classified]
DRAGOON system [Classified]
Giga Drill breaker! [ Cue SSj5's Orgasm]
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-------------------------------------------------- ~How to make a profile for your mech~
Picture (optional)
Name of Mech:
Class/Category:
Name of Pilot:
Appearance:
Armor Class:
Chosen Upgrades:
Other notes (optional):
The 8 STATS are determined by a HIGH Commander, any HIGH Commander not only Tyeboi.
They are Ranked: S to E/F
With S being the best, and E (or F) being the least.
_________________________________________________
Upgrades (* = you can choose these upgrades Up to 7 times, Each time it costs 1 upgrade point though)
~Melee~
[Standard Upgrades = 1 Point each]
Spoiler
-* +1 Saber
-* Longer Caliber ( Melee)
-* +1 Beam Kunai/Stars
-* +1 Beam Chain
-* +1 Staff
-* Last Stand ( If self detonate, more likely to take enemy with you )
-Blaze Sycthe ( Higher Counter)
-Beam Sycthe ( Must have BL. Scythe)
-Volcanic Slicer ( Must have BE. Scythe)
-Death Claw - A Pair of pincers that can also be thrown and clamped onto other mechs with a use of a chain. The Death claw can also be thrown as a boomerang.
-*+ 1 Grapleing Hook
-Long Shot +1 Range (must have Grapeling hook can not have if already have Titain Claw)
-Titian Claw +1 Strength (must have Grapeling hook can not have if already have Long Shot)
-*+1 Oil slick- Ya, you know what an oil slick is. If you don't then you fail :p
-Heavy Gauntlets- The armor around a mechs hand is dramatically strengthened making it heavier. a mech's hands become great for blocking and physically striking. Lowers speed and evasion.
-Electric strike- a powerful device that attaches to a close combat weapon, such as a sword or spear. It channels electricty through the weapon and can send a shock to the enemy's system.
-* +1 Ball and chain- Yes, its heavy and big. it hurts...........alot. You can swing it around in a circle to knock enemies away, you can throw it at one person, you can hold it in front of you to act like a shield. Lowers speed
and evasion, has low accuracy.
-Cross shot - You fire An X shaped attack with your weapon
-Sonic Slash - When you really quick slash with a sword, a Sonic wave (c classed) fires out.
-Sonic Cross Crash - Must have: Cross-shot and Sonic-Slash, this makes your weapon (sword or Gun) project a Sonic X ( A classed) that Is fired.
Magna Gauntlets: Gives you "Brass Knuckles for you Mech" ( B classed)
-Spoon - This is just a Spoon, But it doubles as a poor man's slingshot and even a bat (baseball).
-Slingshot- Required Spoon and + gernades. It Fires Gernades, it moves i nan arch and has a longer fuse time.
-'l sol tace Lamina (Silent Sun Blades) - With this upgrade, All Bladed (sword, scythe, dagger)
Weapons have a rocket at the end, so when you throw it it moves very very very fast and makes a huge impact/explosion when it hits it's target
and the pericing power of the blade will also damage the enemy even more, can only be used 5 times per spar.
(once a weapon is Used with this upgrade you cannot return it back if it hits the target. does not work on Segmented weapons)
-Hand Cannon - It's a cannon on your hand ( think Megaman buster)
-(Spider Cage) Arackno(A device that is thrown at an enemy mecha to restrain it, When thrown 8 lopping bars come out warping around
an enemy, a lazer net forms in between the bars, can be destoryed by a heavy slash (s ranked) or evasion)
- Metal Nunchaku
- Plasmachaku ( added Speed and Defense)
- Roaring Earth (Nunchaku) (added More Defense and Speed, now it can Crush Higher Defenses)
- Metal Tonfas
- Plasmatonfas (added Defense and counterattack)
- Hell Raiser (Tonfas) ( added more conterattack, now it can Counter with ease)
- Metal Chakram
- Plasmakram ( added more Attack and Speed)
- Heaven Splitter (Chakram) ( added more attack, now it can break through an attack and intercepet it)
-Defense Orbs.[ Required + 3 Bits/Funnels]
(makes 3 orbs follow around you and defends you, It also can be projected to break a defense and crush an opponent,
you can control these for only 2 turns and use once per spar)
HELL fist: Coats your Left fist with a Red or Pink beam
HEAVEN fist: Coats your Right Fist with a Blue or Green beam
Screwdriver: an Uncanny Melee weapon which actually can break barriers
Ravenheart: Spare Slash Harken, Max 4 on mech
Stunchucks: Nunchucks that stun a mech...duh
Beam Ring: A Beam Ring (Hula Hoop) that can be used as a weapon
Goliath [1H or 2H, AXE or HAMMER please Specify]: a Spare Warhammer/WarAxe, Max 4 on Mech
[Advanced = 5 points]
Spoiler
- Kasuri-Gama A Chain Scythe/Sword (must have Maxed chain (x7) and atleast one beamsaber/ Scythe upgrade)
-Unflawed Justice (Buster sword) - (Needs 5+ beamsabers, Cloak of Amaterasu and a Buster sword along with atleast B defense)
This is an Advanced bustersword that Is a Blunt edge (like a paddle) but makes things Explode when Hit Heavyly
It makes you slow however due to it's size.
~Guns/Ranged~
[Standard Upgrades = 1 Point each]
Spoiler
-* Grenade Launcher (And Ammo)
-* Longer range ( Guns)
-* Burst shot ( needs Longer range Upgrade first)
-* +1 Gauss Cannon ( Makes an enemy flinch, low damage and must also be reloaded)
-* +2 missiles
-* +2 Mini Cannon
-Barrage Cannon ( Must get Mini cannon and Missiles)
-Particle Cannon ( must get Mirror armor and Barrage Cannon)
-* +1 Vulcan
-* +1 Beamshot
-* +1 Static Shot
-* +1 Smoke Cannon
-* +1 Scope Shot ( Must have Longer range and Beamshot)
-Death-Cannon ( Must have all 5 Above & "Shot" Upgrades)
-Overkill ( Never reload with a REGULAR pistol)
-+2 Anti EMP
-*Charge-shot ( After your last turn you release a Powerful shot)
-*+1 Remote Missiles : They are faster then normal missiles and can be controlled by mech Pilot. This can allow missiles to avoid being fooled by flares and missile pods, as well as dodge attacks that would detonate them before they reach targets (Req : HSM)[when you're controlling it you'll be vulnerable to attack, Use with caution]
-Dual Shock Cannon (If attack is successful, your opponent cannot counter attack next turn)
-Raiden Cannon (DLC) (If attack is successful, your opponent cannot counter attack or defend next turn, but must already have DSC to use)
-Raigeki (If attack is successful, your opponent cannot counter attack or defend for the next 2 turns, in addition, any damage you would take is increased by 1, but must already have DLC to use)
-*+1 Burner - Like a beamshot, but with fire, and Range gets longer after every
`*+1 Grenade - A Grenade for your thoughts?, the Usual Hand Grenade throw it it explodes
-* +2 Heat seeking Missiles (self Explanitory)
-Anti Missle Pod - Fires a Pod at the floor and All Missiles follow that pod, great for a diversion.
-Srato Cannon - A Weapon that Fires Compressed air, Effective when trying to Stop bullets in mid air.
-EMP Backfire - When this weapon is fired, it makes an EMP stop in mid air, but the EMP is still primed for explosion so you can still shoot it and it will explode. ( use once per Spar)
-PsycheShooter- Required Spoon and + gernades. it also Fires gernades, but it moves in a straight direction and it has a shorter fuse time.
-Mass Particle Beam [ ZONE-STRIKE]
With this it creates a Strike from The SCAR ship : Dark Side of the Moon, and fires at the battlefield 7 times in one turn creating a mass Area Explosion at the selected area ( be Specific), However this can only be used once and the shot aren't that accurate.
DO NOT FIRE IF YOU ARE CLOSER THAN 30km ,BRACE FOR SHOCKWAVE. SHIT ACCURACY and SLOW
A Great Execution weapon.
Solarbeam: Charges Solar rays for one turn, Releases on another, effective at close range....Just like Pokemon, and just like pokemon you are unable to ATTACK while charging.
Fenir: A Spare Gunsword, Moderate recoil Max 2 on mech
Fenir V2: a Shotgun-Sword, moderate to high recoil Max 2 on mech
~Armour/Defence~
[Standard Upgrades = 1 Point each]
Spoiler
-* Stronger Armor
-* +1 Shield
-* Force Field
-Juggernaut ( Must get +1 shield and Stronger Armor first)
-Mirror Armor( Must Get Juggernaut and Force Field, Higher chance of Blocking Beam attacks)
*+1 Ion Shield - A Shield that blocks mostly Beam attacks
-Boom shield ( Yo-Yo) - (must have 2 Ion Shields) This is a Big Shield that Can be thrown like a yo yo and can return due it's chain. Very Inaccurate though b/c of it's weight.
-Portable Energy Ground Sheild (PEGS)- A small device that when thrown on the ground raises an energy shield that can be moved with physical attacks and blocks weapondry (Last 2-3 turns and takes low-moderate damage) [Think Halo 3 shield equipment]
-*Mirror shield- I know we have mirror armor, but this increases the chances of deflecting beam shots. It also allows some control as to where it deflects to.
-*Spike armor- Armor covered in spikes. It does minor damage to those that attack with swords or weapons as they strike. The more upgrades of it, the longer and sharper the spikes are
-*Spike armor defense- Available after full Spike Armor upgrade. The spikes will energy that will form a sort of energy wall close to the user's mech. Blocks bullets and energy (to a certain extent) and has increased damage to physical attackers. Explosive damage is barely blocked, can be disrupted by EMP
-Radar Jammer - Jams enemy radar for 2 turns
-Sleight Of hands - Lets you block any (B classed or lower) weapon with your hands for 1 turn per Spar.
-Man's Soul Optics: Kamina Refrences, adds Sunglasses to your Mech.....Which actually makes the pilot/mech immune to Light[Vision] based attacks.
[Advanced = 5 points]
Spoiler
-HAS[Heavy Arms Shield]
(For Zoids and Mechs) : This is for people who want an extremely reliable defense in the midst of battle. The HAS is virtually indestructible , but can be penetrated with the right amount of power[S1 and above]. It can transform from a Shield to a Heavy-Machine Gun making it that much more powerful, can only use it 2 times per spar. The HAS is very heavy, making the Mecha who wield(s) it slower than normal (using this shield makes you venerable to CQB attacks, so pack a Close range weapon)
-PEGS Advanced - Needs 2 Funnels/Bits (upgrade) and PEGS
This Weapon utilizes the Versitlity of the Funnels and the Defense of the PEGS
this will make an Ionic Sheild that you can control remotely, it can also be transformed into a net that lasts for 2 turns,
however the weakpoints are at the Projectors on the Funnels.
~Speed/Evasion~
[Standard Upgrades = 1 Point each]
Spoiler
-Haro ( Gives faster Evasiveness)
-Super Booster = Higher Evasive/Attack Speed
-Hyper Booster (Must have S-Booster)
-RiZER ( Must have H -Booster)
-Haro mk II (Increases more evasiveness and speed, as well as Counterattack, Must have Mk I)
-Neuro-Interface - You have a faster reaction/Counter.
-*High Power External Fan system- a large fan that is placed on the torso of a mech. It can be used to push an enemy back with a strong blast of air, it can be used to move back quicker or to move more agilily while in the air.
~Systems~
[Standard Upgrades = 1 Point each]
Spoiler
-Hero's Crest (MUST HAVE TO USE SYSTEMS)
-7 swords system ( Must have Maxed Sabers)
Buster Sword
-Vibro-Bustersword
(turns the Blade of the Buster Sword in to a Vibro Blade, it moves faster but lower attack)
-Beam-Bustersword
(Covers the Buster Sword in a Beam coating that increases damage and defense but lovers evasion and speed)
-Segmented-Bustersword
(turn the Blade of the Buster Sword in to a retractable Segmented blade with 7 segments, increases range and lowers accraucy)
-Chainsaw-Bustersword
(Makes the Blade into a Chainsaw, it moves slower bt has higher attack)
-Trans - AM system
-Trans - AM Plus ( must have Trans AM)
-Hiroki ( Must have all Sword Upgrades)
-Zero - System (Increases damage at the cost of health)
-Sharpshooter system (Greatly increases Accuracy and Range but lowers speed)
-GRIM system -[must have shinigami and a Scythe] everytime you use shinigami the Scythe's reach/blade in increased, but the scythe moves slower, but more deadlier.
-Forte System ( + DEF and Counter, Lowers Evasion and Speed)
-CrazyBastard system ( [ Effect: Activated =Permanent through Spar] raises Any stat to S but Will decrease Health to F, If Added to Health, then defense will go to F)
-KAMINA System : [ Effect: Activated =Permanent through Spar] Will add 2 Points up in Stats for Attack,Speed,Evasivness,Counterattack. But will lower defense and range to D.
- Luck of the Sands [SYSTEM], Will Increase Evasiveness/Speed/Accuracy to S but attack and Counterattack to a E [REWRITES STATS, Feeling lucky?]
-"R41N" system - Fires out all your weapons you have and you don't need to reload for the rest of the spar, however your attack and Accuracy is C for the rest of the spar.
-[Advanced]Cloak of Amaterasu: Gives you a Cloak That Blocks many Attacks, Cloak Can Transform into a Sword that is heavy but also deadly (This is the Melee Counterpart of the HAS)
It can only be used 2 times in a Spar, it Lowers Accuracy and Speed
-Dreadnought System: [Must have "A" defense and Juggernaut] Increases Defense and Health highly for 3 turns, This also makes any Melee Weapon more defensive and Blunt, but has a heavy impact, However your Speed and Accruacy is lowered, a One Time USe Per Spar Upgrade.
-SEVA system- ( required Lower than B speed or Evasion)
the user temporarily drops off some of there armour (reducing defense) and it drains some power from your weapons (lowering attack) and transfers energy to ur boosters increasing speed and evasiveness greatly for 3 turns
(at the end of three turns ur armour is magnetized back onto ur mech bringing all stats back to normal)
[Lowers attack and defense, raises speed and evasion]
-DEVA system-(required lower than B defense or Attack)
the user purposely brings ur health down and transfer that power to your weapons and armour boosting them both up a moderate amount. lasts 3 turns
(at the end of 3 turns all power is diverted back to its normal spots)
[Lowers health increase Defense and attack]
Conversion Units
G - [No Prerequisites needed, 1 Upgrade cost] Allows Transformation of mech Into a Vehicle for evasion or travel ONLY, Infinite use in spar (zoids or animal type transformations are restricted, reload as needed )
S - [Needs G-Type, 1 upgrade cost] Allows the mech to Transform into a Vehicle of their choice AND attack for ONE turn, and a 2 turn Cooldown rate, Infinite Use In spar (zoids or animal type transformations are restricted, reload as needed )
R - [Needs S-type, 2 upgrade cost] Allows the mech to transform into a Vehicle of their choice AND attack as well as Active SYSTEMS for TWO turns, And a 3 turn Cooldown rate (zoids or animal type transformations are restricted, reload as needed )
AKUMA system: if you are weaponless, all hand to hand moves will be 2x more powerful, lasts 3 turns.
SHARK system: ZOIDS exclusive, Makes your bite attacks 2x more powerful, lasts 3 turns.
[Must be lvl 7 (Rank 1.5) and higher]
PHOENIX system: If your mech is in Critical Condition, this upgrade will Allow you to regenerate for one turn, only if you do not attack, if you do attack your mech in critical condition the effect is Nulled and the system is out of play for the rest of the Spar, can be activated if not in critical condition to BYPASS a reload. 1 turn use per spar.
FANG system: If you have Drones, you can activate this system to transfer 1 SYSTEM to be activated on your drones, The SYSTEM will be out of play for the spar afterwards, 1 time use per spar.
DIVIDER system: If your Mech Posses the Screwdriver Weapon and they use this SYSTEM, their effect of breaking a Barrier is more likely to be successful and accurate.
HEAVEN AND HELL sequence [System]: Needs HEAVEN Fist and HELL Fist, this will trap both enemies in a Void for 1 turn after activation, and increases both Fists' Attacks 2x for those 1 turns after activation.
Dominus Systems:
- Mark of Dominion ( Must Have to Use the Dominus Systems, This gives you a Seal on your Mech's hands that Increases the Impact for Counterattacks)
-Dominus Angelius System ( When 13 systems are obtained, Excluding 7 swords, This is a Very Versatile Upgrade, You gain 6 "Particle" Wings and 2 mirrors that Follow you. These mirrors can Deflect/Reflect Beam,ion and particle Category Attacks, these mirrors can also Amplify Your attacks too. This Upgrade Raises Attack, Defense and health, but lowers Speed,Counterattack and Evasion to an E/F.This upgrade can only be used once per Spar and Lasts only 3 turns.)
-Dominus Lucifis System ( When 13 systems are obtained, Excluding 7 swords, You gain 6 "Particle" Claws that Sprout out of your back and a Giant Scythe that is really powerful. The Claws are mainly for CQB and Can Be Used in a "fist" Fight. The Scythe "Zetsubo" Can Reflect Melee Attacks back at the Opponent, This Scythe also has a 2nd Special ability,
When throw into the air it creates a Small vacuum that Absorbs "particle" attacks.This Upgrade Raises Attack, Defense and health, but lowers Speed,Counterattack and Evasion to an E/F.This upgrade can only be used once per Spar and Lasts only 3 turns.)
SOUL Upgrades [Must be Rank 2 to use]- Note, most of it is appearance based but they have different uses, same applies to the fusion
Seraph Soul [Must be Equipped Before Spar, Cannot use Diablo if Seraph is used]: Adds White Feathered wings to your mech, The feathers may be used as ranged weapons, an effective shotgun or Vulcan or as a Defensive cloak, However weak against Ballistics.
Diablo Soul [Must be Equipped Before Spar, Cannot use Seraph if Diablo is used]: adds Black Feathered wings to your mech, The WING may be used as Close ranged weapons, a Sword Or Axe or as a Defensive cloak, However weak against Beam weapons.
Fusion Soul [Must have both Souls]: Adds Both wings at once to be used , as well as giving the user an ability to PURGE thier Wings [at chosen time] and creates an accurate huge Blast which critically damage even the highest of defenses. However, If PURGE'd the user is unable to use any SOULs for the rest of the spar
HOLY and NECROS
(Note: for Holy and Necros, you can only have one for each mech, which means if you choose Holy, no necros for you buddy :P )
[Holy] System:
Increases Health temporary Sharply is you are against [Necros] [Necros] System:
Increases Attack temporary Sharply is you are against [Holy]
7 Sins [Necros]
(all one time use for that Spar)
-Lust: added attack for that Turn
-Gluttony: Added Health for that Turn
-Greed : added Defense for that Turn
-Sloth: added Accuracy for that Turn
-Wrath: added Conterattack for that Turn
-Envy : added Speed/Evasion for that Turn
-Pride: Range for that Turn
7 Virtures [Holy]
(all one time use for that Spar)
-Valour: added attack for that Turn
-Justice : Added Health for that Turn
-Temperance : added Defense for that Turn
-Courage : added Accuracy for that Turn
-Faith : added Conterattack for that Turn
-Hope : added Speed/Evasion for that Turn
-Love: Range for that Turn
[Advanced = 5 points]
Spoiler
- Rizer+TransAM plus = 00's Voice [BREAK]
- Trans Am plus + 7 swords system = 00's Rage [break]
- Trans AM plus + RIZER + 7 Swords system = 00 Embrace. (must have 00's voice and rage)[break]
-Armegeddon System (needs the 7 Sins [Necros])
This Will give you a Sword of Darkness,This Weapon can Produce Dark Waves. (S Classed)
a 1 time use per spar weapon.
-Genesis System (needs the 7 Virtures [Holy] )
This Will Give you a Shield of Light, This Weapon can Produce Light Waves. ( S Classed)
a 1 time use per spar weapon.
- Ragnarök
[Must have: Dominus Angelius System + Raigeki + Death Cannon]
Will fire "Judgment at an enemy" (Recommended to be used as a last resort, B/C after you fire, you cannot MOVE for 3 turns, This will only work on your 5th+ Turns.) The Effects are that When it hits an Enemy they Are destroyed And the spar ends. ( Range of this weapon is CLOSE RANGE ONLY!, IF you miss you're pretty much screwed.)
- Ultima system
[Must have: Dominus Angelius System + Destiny's Luck + Lockon's Will + Mitsurigi 's Rage + - Luck of the Sands [SYSTEM] ]
This will Block ANY, ANY! attack but ( like Ragnarok) you cannot do anything for 3 turns. ( use as a last resort)
~Misc~
[Standard Upgrades = 1 Point each
Spoiler
-Shinigami ( you heal a little after you damage your enemy, Must recharge after every 3 turns)
-Lockon's Will ( reload after 5 turns)
-Mitsurugi's Rage (repair after 5 turns)
-Drones ( you will have 2 drones assisting you)
-Active Camo ( lasts for 3 turns)
-*+1 Funnels/Bits ( a remote controlled Blaster/ Bit that can still be destroyed by small beam shots)
-Chimera - You heal yourself by picking up broken limbs on the battlefield.
-Overload - Will Give you S Attack For One Turn but D: Defense for the rest of the spar. ( This upgrade REWRITES your stats)
- Double Barrel - Adds more damage for the Price of Accuracy.
-Destiny's Luck ( similar to/Must have: Lockon's will and Mitsurugi's Rage, BUT when you reload/ Repair, you will get a 20% powerboost for the weapon you have but if you use destiny's luck you cannot use Lockon's will or Mirsurugi's rage for the rest of the Spar.)
Drone Control Tether-
This allow you to take control of a single enemy drone for 3 turns or until it is destroyed, one time use during the spar.
-S.P.O.O.N: Superior Performance Ordinace Overcatalystic Nade:
(required: +2 grenades {upgrades], Overload, PEGS, and Particle Cannon)
When thorwn it creates a small vortex that sucks in a projectile and sends it back to the one who fired it,
It also doubles when you release it's particles as a Particle energy blast that fires from the grenade in a 360 degree, 500 feet vortex blast,
decimating things, it can only be used once (twice if you have Destiny's luck) per spar.
(can be used in conjunction with the Slingshots, it has a very high explosive content)
Reverser: Switches a Class B or higher Stat with a Class C or lower stat, and vice versa...for 1 use only per stat switch per turn, Infinite use per spar, Effect lasts throughout spar unless reverted, cannot attack for turn if used.
Tritton Interface: Increases Reaction time against far ranged enemies
Hoverboards: Worth 2 Points! [Must be lvl 5 or Rank 1 to use]
-Health Hover-Board - greatly Heals you for One turn, Use once per spar. Board = Med Speed
-Attack Hover-Board - Transforms into a bastard Sword with high impact. Board = High - Med Speed
-Defense Hover-Board - Can Be equipped as a Huge barricade shield. Board = Slow-Med Speed
-Evasiveness Hover-Board - Can be Changed into some wings for Dodging many attacks. Board = High Speed
-Speed Hover-Board - Can be Attached to the Feet of the Mechs giving Blazing speed but lowered defense. Board = Very High Speed, Low defense.
-Accuracy Hover-Board - Can be changed into a Sniping platform giving an Accuracy boost while fighting. Board = Med Speed
-Range Hover-Board - Can be attached to the arms and make a power transfer to the Gun equipped, Making it a Makeshift Sniper rifle with Lowered attack. Board = Slow - Med Speed.
-Counterattack Hover-Board - Board Transforms into a Huge Ninja Star/Boomerang mainly to counter attacks. Board = Med-High Speed
[Advanced = 5 points]
Spoiler
- Backup plan - 2 more drones added (total 4 drones, Must have +2 drones already)
- Garrison - Adds 2 more drones to arsenal (must have back up plan, Drone count: 6)
- Advanced drone/Clone - (Must have 6 drones)
Once activated These (6) Drones will form into 1 and Will be your Doppelganger (clone) But with -2 Letter grades for each stat.
ADV. Hoverboards:
-Ultra-Board: ( Must have 4 board types) A Combination of any 4 boards, gives it a powered armor of that 4 stats for 2 turns. Board = Very high Speed, low Accuracy.
-Advanced Ultra-board: (Must have all boards types including Ultra) Gives it a power suit that lasts for 5 turns and Doesn't need reloading. However For each turn with the suit your stats get lowered 10% till you reload after the 5 turns, ASAP.
Board = Blazing Fast speeds, the Best of it's kind!
~Darkest Advanced Upgrades[Rank Requirment]~
[MASTER upgrades] ( All made by Darkest): Must be rank 15+ to obtain
(Costs 5 upgrade points)
Spoiler
V-S -Vortex Synthesizer-
A small upgrade about the size of a microwave is put directly in the front and near the power source of the mech. This runs off every power I could find, solar, due to advanced, protected panels, wind from great movement of mechs that cause breezes to go through vents and turbines, the power source of the mech itself, and left over electro-magnetic energy in the air. All this power is swirled into the middle chamber, and when charged, this can be activated at a key moment when a small, very powerful weapon is used, coverage is twice the size of the mech but no more, thus anything much larger than it's cover will get by and possibly damage the mech. Activation causes it to start reacting to large sources of power,( the attack your trying to survive), and immediately starts feeding off it, nuclear fusion begins in the very center, and the spinning ions create a whirlpool effect causing the vortex to appear in front of your mech. Any large energy is used in the natural attempt of these forces to keep the fusion going, thus absorbing the attack. The more powerful the attack, the more powerful the vortex. When this process is over the core is compressed quickly into itself, and sent light years away instantly and randomly
-After use you cannot move for 2 turns- Important note:it ONLY blocks really strong attacks... like Ragnarok but widespread ones like anti-matter cannon are to large to be blocked by the vortex due to my limiter (so it doesn't rip apart the planet) oh yeah, and one use per spar.
-Anti-matter pack-
This upgrade allows a set gun on one Mech/knightmare to temporarily fire/Slice-with my anti-matter from it. Short and simple this makes a gun's shot/ or sword's slash devastate a small area. Anti-matter charged swords cut through anything really but disintegrate the weapon over time. The pack lasts 1-2 Turns, Depending on use. After use however the Base weapon will be weaker and will take 2 Reloads/Repiars to Revert the weapon to it's original stats.
"Dracula"-M-R D (Medical/Repair Drones)
[Only 2 to Deploy For mass production]
These "drones" are actually designed to be installed into a mech. Appearing almost like 4-legged spiders, these machines deploy and hover around the mech by using a magnetic force special to the mech's power source. I have painstakingly installed every repair program useful into these drones so they deploy immediately upon taking damage of some sort. Getting hit by EMP or other disabler, these will spring into action and jolt your power source with ion charges until it comes back online, this decreases disabled time to 3 seconds. The drones will often absorb part of a normal (non anti-matter Ragnarok, etc.) beam, decreasing damage. If the power core is unstable they are able to go inside and put up a stasis field in which the power source can right itself. The drones gather minerals and elements from the nearby environment and make it into a special alloy that they can beam onto damaged parts of the mech, repairing it with less useful armor. [After Deployment these things last for 3 turns. Max use per Spar: twice]
GR bender -gravity bender-
My new technology allows the user to ground any flying machines. The drone is deployed into the battle field and generates in a field 50 meters. By sending ion pulses in different directions around the drone's plasma core, a strong magnetic force is made by my alloys in the center of the drone. Transmitting this like radio waves up and 50 meters around a 360 degree radius, any enemy flying in the area is immediately hit by a strong pull like gravity. I designed it so the waves curve back towards the center to prevent anything in the area from being crushed. These effects ram enemy mechs to the ground and prevent very quick movement and flight. The drone comes with a transmitter for your mech to give off a signal that blocks the gravity waves from hitting your mech.
-BUZZER swords
buzzer Swords are used. My new buzzer technology uses ions to speed up the atoms movement in the blade beyond that of normal objects. This allows it to go through objects by it's atoms avoiding the objects. This would normally cause no damage but the sword is charged with a plasma burner that burns anything it has contact with. Thus, the sword touches nothing, but the flame cuts through anything perfectly.
-Condensed ion packs [AMMO]-
-Owned by the Dark Rising guild-
Now used in A2 tanks, but in a smaller form and designed for pin-point sniping. these are specialized anti-armor rounds that shoot condensed ion-mass canisters that explode in a flash of blue flame on target. These canisters disrupt electronic waves and devices, and tear apart the electric magnetism keeping atoms to each other,blasting the atoms not disrupting them. So pretty much it burns through target in a 1 foot area of effect.
These are Really Inaccurate and only 1 can Be used per Spar.
[Limited Event Systems, these count as 4 Upgrade points!!!!! They Can Be Kept until Expiration date]
after every 3 turns you must reload a Firearm or else it overheats. ( unless you have the Lockon's will upgrade)
Overheat = Attack: 100% (of weapon attack value) Changes to: 70%
2 Repair system = Applies to Melee weapons
Every 3 turns you need to wait for your sword to Recalibrate; This means per turn you use a sword it's power slowly but gradually decreases, to avoid this you reapair it after 3 turns.
( 5 turns if the Misurugi's Rage Upgrade is Equiped)
Not repaired = Attack: 100% (of weapon attack value) Changes to: 70%
Applies to both:
or just not attack which still counts as an auto-reload.
When reloading you cannot attack in anyway WITH WEAPONS. ( unless your a demoliton class, there for you have Detpacks that you have planted that can be activated)
You may also Manual reload anytime you want but skipping your turn. and changing the Pattern of the Usual reload/repair phases.
you can only run and Evade.
(AN EXECPTION: IF YOU NEVER ATTACK, I MEAN NEVER ATTACK!, LIKE A FCKING PACIFIST , then you don't need to reload/repair)
---------------------------------------------------- Weapon switching:
When you switch a weapon you won't have to reload, but at the same time the Stat on the weapon switched will be carried on to the switched weapon.
Say:
1=B and they want to switch to 2=A, it will cancel out and 2 will = B in place of weapon 1.
__________________________________________
Ranking system
Everyone will start of at level 0
If you are a (High) Commander you will have the Prefix
( 00 - then your Rank here+ Name)
Example:
00 - Overlord - Tyeboi777
- High Commanders are chosen by Me
They Grade and Approve Mechs
And Also Confirm Spars.
- Commanders are chosen by High Commanders
They Confirm Spars
ok after every 3 levels you will get 1 upgrade!
And After 5 levels you get a rank...
The levels are infinite!
Leveling system-
After you win a spar you gain a Level
If there are draws and/or it is both you and your opponent's 2nd match you both gain Half a level.
Example:
You win
20 and 1 draw spars = level 5 rank 4 (5x4 = 20 + .5 = 20.5)
your Tag would be L5.5R4 - (insert name)
(Also you would also get several upgrades)
IMPORTANT!!! - Everytime you win a Spar, PM me or other Commanders and Send a link of the battle as proof.!!!!!!!!
------------------------------------------------
Your High Commanders
Overlord ( The Ace of Spades) - Tyeboi777
Lady Ace Of spade -
The Ace of Hearts -
The Ace of Clubs- P20
Lady Ace of Clubs -
The Ace of Diamonds/ [FOE-HAMMER] -
The Joker/ Junkie Master [ DARKSTAR ]- the darkest anime fan
Force Colonel ( AKA: Mr. Epic) - SSJ5
Altus Dux - P20
Elite Beast Ryder: Eyesheild 21
Gambit of Death/CARD Commander:Foolcoolylover
Duex Beast Ryder -
A.R.R.O.W.S. Commander - GA
--------------------------------------- Your Commanders
.........oh, now you add in big red letters, got ya.
__________________
Quote:
Originally Posted by Payne
*points to sign that says "all lurkers will be shot on sight"*
Quote:
Originally Posted by kimmm6
Thank you arrow, I was beginning to feel quite nerdy for a while. You have shown me that I have a long ways to go before I can claim that title. *bows*
other funny lines
Quote:
Originally Posted by foolcoolylover
well i wonder where that fish did go? a fish a fish a fishy oh