Post by Water Dumple on Apr 12, 2008 12:06:19 GMT -5
Loaded Shells version 2.0 Hero Section. What a perfect, uh, acronym?
=====
The Koopa Bros are the Loaded Shells' champions, coming back to the Koopa Bros Fort. They dash and shellrun twice as fast as other Koopas, and have terrifying martial arts skills--They can creak Chain Chomps to pieces or lift them, even. The Koopa Bros are suited up in shells layered with Titanium for extra defense.
Red Koopa Bro: Leader
Anti-Flame Pants: Red is immune to fire and heat. Seriously...drop him in the sun, and, well, there he is.
Flame Absorption: Similar to the defenses Flame Towers, Red can suck heat and fire out of the air or out of enemies to release it in a huge burst to roast whatever's needed.
Fists of Fire: Red can set his gloves and boots on fire (Still not burning them up) to make his punches and kicks even more lethal. He can also do this to his shell to make shellruns more effective, leaving lines of fire behind. Also, if need be, he can make the lines of fire flare up to a yard's hight. This helps keep war machines and such from moving on.
Flame Shot: Similar to Fire Bros, Red Koopa Bro can create and shoot fireballs for ranged attacks. They explode into more flames on contact with things if need be.
Plasma Shot: Red can fire off Plasma Rays straight at whatever targets are chosen...but only five a day. These things can overheat, you know. (Of course, with red...that might...not be a bad thing...um...well, whatever.)
Legendary Weapon, Crimson Orb: This handheld orb is basically a firebomb of epic proportions. Red Koopa Bro will lob it at a target after switching it on. When it strikes, it will make a massive explosion of flame, setting enemy buildings on fire or destroying them, roasting machines and units around, and generally causing chaos. The Crimson Orb regenerates every three hours.
Yellow Koopa Bro
Anti-Electrifier Pants: Anything electric won't harm Yellow.
Anti-Electricity Shield: Yellow Koopa Bro can voluntarily turn an anti-EMP/electricity shield on and off. This goes for fifty feet in a circle around him, and EMP/lightning attacks will not work. Needless to say, this also affects friendly attacks, but it helps when in enemy areas.
Electricity Absorption: Same with Red, only with electrons and whatnot. The explosion Yellow makes will EMP machines around him.
EMP Gloves: Yellow can lay his gloved hands on a machine and give it an EMP jolt that almost never fails. He can do this four times a day (Or, in another words, one jolt charges every six hours).
Electro-Nodes: Yellow can leave or throw small nodes in the ground. When need be, he can turn them on so they're all connected by bands of electricity. VOIP! Think of the electricity bands in Super Mario Galaxy. He carries fifty around with him at a time, but they can each be spaced as far apart as need be.
Legendary Weapon, Lapiz Lazuli Orb: This is similar to Red's orb, but it is a blue color. This greatly enhances the use of Elecro Nodes. When switched on, the Electro Nodes' bands of electricity turn into walls of electricity, twenty feet high. At the top is a "Ceiling" of electricity. If something is over twenty feet tall, the "Ceiling" will hit it. This can trap enemies in a small area, wall them off, or do any of that good stuff since there can be a long line of nodes all around. The Lapiz Lazuli Orb can stay active for three hours, and then it must undergo a three-hour recharge period. In another words, it's got three hours of "Battery" and whenever it's not on, it recharges.
Black Koopa Bro
Mini Shell Grenades: Black is loaded with tiny shells--They're actually grenades with large explosions. He can make line drives with them for more power.
Bomb-In-A-Shell: Some units, such as Kooper Troopers, are already loaded with these. Black's is twice as powerful. Basically, he sets off a bomb in his shell and then kicks it at a foe for a GI-NORMOUS explosion. Okay, maybe not that big, but it's still hefty. If he's at a friendly base, he can reload his shell again and again.
Koopie Troopies: Tiny lil' Kooper Troopers. Aww. These small robots are really just walking bombs, though. When need be, Black will release loads of them, which will swarm all over the battlefield and blow up at random or selected intervals to throw the enemy into confusion. He can only do this twice a day, however, as it causes extreme amounts of disruption and uses a lot of Koopie Troopies each time. Takes a while to reload.
Legendary Weapon, Obsidian Orb: A jet-black Orb, this as well as the Lapiz Lazuli Orb has a unique attack. Well, sorta. Black will throw it into the ground. A large earthquake will begin to appear around the orb, and a huge gorge will open up, enemies falling into it as the rumbling throws them in. The earthquake lasts for ten minutes, but can only be used once a day. The rumbling is great against underground units, as it rattles them around and usually kills them.
Green Koopa Bro
Super Speed: Green runs twice as fast as the other Koopa Bros--That means he runs four times as fast as typical Koopas. His attacks are also this fast.
Smokescreen Shoes: Green can leave a smokescreen trail behind him. Coupled with the immense speed he has, he can envelope an enemy army in smoke within minutes.
Sheller Mines: Green will leave shells on the ground behind him as he runs. These will explode when enemies come close. He can also set special ones with twice the power on the ground that turn invisible, but it takes an extra moment to do this as he has to bend over to set them. The mines only react to non-friendly things.
Cloaking Field: Similar to Yellow's anti-electricity shield, Green can expand a spherical shield around him fifty feet in diameter. All friendly things in here become invisible; disappointingly, it has to recharge after an hour (Takes two hours to do this), but it's great for sneaking a few troops into a foe's base. The cloaked guys also make no noise.
Legendary Weapon, Mystery Orb: This orb is green with white question marks all over it. It can be used four times a day, and then like everything else it must recharge (Broken recoooooord). When used, it will make meteors smash down on an enemy involved in the situation, heal the four Champions, hyperpower a unit, machine, defense, or other Champion (See the Ancient Shells), revive a fallen officer/unconscious Champion, or create a rumbling that will throw enemy units to the ground. It's random what happens, but it won't hurt the Loaded Shells. That bonus is countered by the unpredictability of this weapon.
Final Smash: Hypercharge
The four Koopa Bros jump on each others' backs and begin spinning around. They spin faster and faster, becoming a blur, and then whatever comes after "A blur". An impervious shield forms around them, and then they charge at a target at a horrifying speed. Don't blink. When the smoke clears, there's rarely a "Target" to speak of, and if there is, it's probably a small puddle of quivering goo. It can only be used once per battle, though...
=====
=====
The Koopa Bros are the Loaded Shells' champions, coming back to the Koopa Bros Fort. They dash and shellrun twice as fast as other Koopas, and have terrifying martial arts skills--They can creak Chain Chomps to pieces or lift them, even. The Koopa Bros are suited up in shells layered with Titanium for extra defense.
Red Koopa Bro: Leader
Anti-Flame Pants: Red is immune to fire and heat. Seriously...drop him in the sun, and, well, there he is.
Flame Absorption: Similar to the defenses Flame Towers, Red can suck heat and fire out of the air or out of enemies to release it in a huge burst to roast whatever's needed.
Fists of Fire: Red can set his gloves and boots on fire (Still not burning them up) to make his punches and kicks even more lethal. He can also do this to his shell to make shellruns more effective, leaving lines of fire behind. Also, if need be, he can make the lines of fire flare up to a yard's hight. This helps keep war machines and such from moving on.
Flame Shot: Similar to Fire Bros, Red Koopa Bro can create and shoot fireballs for ranged attacks. They explode into more flames on contact with things if need be.
Plasma Shot: Red can fire off Plasma Rays straight at whatever targets are chosen...but only five a day. These things can overheat, you know. (Of course, with red...that might...not be a bad thing...um...well, whatever.)
Legendary Weapon, Crimson Orb: This handheld orb is basically a firebomb of epic proportions. Red Koopa Bro will lob it at a target after switching it on. When it strikes, it will make a massive explosion of flame, setting enemy buildings on fire or destroying them, roasting machines and units around, and generally causing chaos. The Crimson Orb regenerates every three hours.
Yellow Koopa Bro
Anti-Electrifier Pants: Anything electric won't harm Yellow.
Anti-Electricity Shield: Yellow Koopa Bro can voluntarily turn an anti-EMP/electricity shield on and off. This goes for fifty feet in a circle around him, and EMP/lightning attacks will not work. Needless to say, this also affects friendly attacks, but it helps when in enemy areas.
Electricity Absorption: Same with Red, only with electrons and whatnot. The explosion Yellow makes will EMP machines around him.
EMP Gloves: Yellow can lay his gloved hands on a machine and give it an EMP jolt that almost never fails. He can do this four times a day (Or, in another words, one jolt charges every six hours).
Electro-Nodes: Yellow can leave or throw small nodes in the ground. When need be, he can turn them on so they're all connected by bands of electricity. VOIP! Think of the electricity bands in Super Mario Galaxy. He carries fifty around with him at a time, but they can each be spaced as far apart as need be.
Legendary Weapon, Lapiz Lazuli Orb: This is similar to Red's orb, but it is a blue color. This greatly enhances the use of Elecro Nodes. When switched on, the Electro Nodes' bands of electricity turn into walls of electricity, twenty feet high. At the top is a "Ceiling" of electricity. If something is over twenty feet tall, the "Ceiling" will hit it. This can trap enemies in a small area, wall them off, or do any of that good stuff since there can be a long line of nodes all around. The Lapiz Lazuli Orb can stay active for three hours, and then it must undergo a three-hour recharge period. In another words, it's got three hours of "Battery" and whenever it's not on, it recharges.
Black Koopa Bro
Mini Shell Grenades: Black is loaded with tiny shells--They're actually grenades with large explosions. He can make line drives with them for more power.
Bomb-In-A-Shell: Some units, such as Kooper Troopers, are already loaded with these. Black's is twice as powerful. Basically, he sets off a bomb in his shell and then kicks it at a foe for a GI-NORMOUS explosion. Okay, maybe not that big, but it's still hefty. If he's at a friendly base, he can reload his shell again and again.
Koopie Troopies: Tiny lil' Kooper Troopers. Aww. These small robots are really just walking bombs, though. When need be, Black will release loads of them, which will swarm all over the battlefield and blow up at random or selected intervals to throw the enemy into confusion. He can only do this twice a day, however, as it causes extreme amounts of disruption and uses a lot of Koopie Troopies each time. Takes a while to reload.
Legendary Weapon, Obsidian Orb: A jet-black Orb, this as well as the Lapiz Lazuli Orb has a unique attack. Well, sorta. Black will throw it into the ground. A large earthquake will begin to appear around the orb, and a huge gorge will open up, enemies falling into it as the rumbling throws them in. The earthquake lasts for ten minutes, but can only be used once a day. The rumbling is great against underground units, as it rattles them around and usually kills them.
Green Koopa Bro
Super Speed: Green runs twice as fast as the other Koopa Bros--That means he runs four times as fast as typical Koopas. His attacks are also this fast.
Smokescreen Shoes: Green can leave a smokescreen trail behind him. Coupled with the immense speed he has, he can envelope an enemy army in smoke within minutes.
Sheller Mines: Green will leave shells on the ground behind him as he runs. These will explode when enemies come close. He can also set special ones with twice the power on the ground that turn invisible, but it takes an extra moment to do this as he has to bend over to set them. The mines only react to non-friendly things.
Cloaking Field: Similar to Yellow's anti-electricity shield, Green can expand a spherical shield around him fifty feet in diameter. All friendly things in here become invisible; disappointingly, it has to recharge after an hour (Takes two hours to do this), but it's great for sneaking a few troops into a foe's base. The cloaked guys also make no noise.
Legendary Weapon, Mystery Orb: This orb is green with white question marks all over it. It can be used four times a day, and then like everything else it must recharge (Broken recoooooord). When used, it will make meteors smash down on an enemy involved in the situation, heal the four Champions, hyperpower a unit, machine, defense, or other Champion (See the Ancient Shells), revive a fallen officer/unconscious Champion, or create a rumbling that will throw enemy units to the ground. It's random what happens, but it won't hurt the Loaded Shells. That bonus is countered by the unpredictability of this weapon.
Final Smash: Hypercharge
The four Koopa Bros jump on each others' backs and begin spinning around. They spin faster and faster, becoming a blur, and then whatever comes after "A blur". An impervious shield forms around them, and then they charge at a target at a horrifying speed. Don't blink. When the smoke clears, there's rarely a "Target" to speak of, and if there is, it's probably a small puddle of quivering goo. It can only be used once per battle, though...
=====