Post by Water Dumple on Apr 12, 2008 12:15:08 GMT -5
Green Koopas
Just your everyday, generic Koopas. Oh, the originality. While they are generic, they do have one thing that stands out: Speed. Green Koopas can slide around twice as fast as the others and deliver punches and kicks 3/2 as fast. This makes them tricky to fight, and masters of guerilla combat. The traditional Koopa shell is their basic armor, which works well. If you can destroy the shell, you'll probably end up taking out the Koopa as well.
Red Koopas
Koopas with red shells. These guys are fireproof. While sliding around, they can ignite their shells on fire, causing extra trouble if they spread out--Even starting fires on enemy buildings. There is nothing else to say besides that. However, with weapons and Firebreath Attachments, they DO become rather lethal...
Yellow Koopas
These Koopas, naturally, boast yellow shells. They possess great jumping ability, leaping up to two yards in the air. When they come down, they will condense themselves into their shells and slam against the ground, usually leaving a tiny crater. This slam will send tremors out, throwing enemies to the ground if enough Yellow Koopas are slammed at once. A great number of Koopas smashing all at once will send out a shockwave, dealing damage to machines and troops all around. If a Yellow Koopa smashes down on top of an enemy, the target usually ends up flatter than a piece of paper. Some of the most dangerous and unpredictable troops in the army. However, if their shells come off...well, they become the suckiest troops in the army.
Blue Koopas
Typical as their name. Blue Koopas have wings and deep blue shells. They use their wings to zip about the sky with ease and divebomb enemies. When enough of them go at once, it's quite confusing as they all go overhead. They are great with Smokeshells in the sky, since they can bomb enemies with them. Blues cannot lose their wings under any circumstances, making them rather special. They're very dodgy and tough to hit. Blue Koopas, while not too powerful without a weapon, are effective.
Green Paratroopas
It's a bird! It's a plane! It's...a flying turtle! What the--?! Oh ho, I'm not having a Koopa army without my trusty Paratroopas. Like the ordinary Green Koopas, these guys are quite fast, zooming around through the sky very quickly. A heavy impact from above will knock off their wings, but...it's not always very likely, especially with the Sheller Shield Units. They are terrifying with their ranged weapons, and can also land for long enough to chop some folks with their melee weapons if need be. They can also fly above enemies and use their melee weapons downward on enemies.
Red Paratroopas
These typical-looking Red Paratroopas vary slightly from their ground-based brethren. Like Green Paratroopas, they fly quickly (But not nearly as fast) but a significant impact will remove their wings. The impact must come from above, however, and must be hard enough to almost crack their shell, so it's unlikely. These guys can spit fireballs down at enemies at rapid speed, filling the air with fire. The Firebreath Attachments allow them to breath constant streams of fire, so these guys are quite dangerous, even if they can be dumped from the sky.
Yellow Paratroopas
As if the frightening Yellow Koopas weren't bad enough, the Paratroopas can attack from anywhere. They condense into their shells, take aim, and dive bomb/charge at something at a blurring speed. If it misses, the Paratroopa will have to take a minute to stop its momentum and get back in gear, and could go off in the wrong direction for a while, but if it hits...POW. Their ordinary flying speed isn't quite as fast, but they're extremely powerful if they hit something, kind of like Kinectic Orbs.
Blue Paratroopas
These guys completely rule the skies. Since Blue Koopas can also fly, the Paratroopas are terrifying in the air. Loaded with six wings, they can make turns on a hairpin, zip around at top speed, and generally just unleash "0_o" all around. With their ranged weapons, they can go into their shells and perform a constant barrel roll, spraying lasers and projectiles everywhere. Blue Paratroopas can't lose their wings. They can do pretty much anything speed and turning-related. Unfortunately, if confined in a small space they're very poor, but if they can get in the air and get going, they're amazing.
Kooper Troopers
Mechanical Koopas, designed by Kooper. These guys possess small hand grenades, great for lobbing. Of course, line-drives with them are also devastating with their great AI accuracy. In addition, a time bomb is located on the inside of the shell. If need be, a Kooper Trooper can take off its defense and kick/hurl it with the time bomb, so it will explode at an unpredictable time. They are vulnerable to EMP, but with the metal-reinforced shell, they can be tough to take down. The time bomb is three times as powerful as the grenades.
Dry Bones
Skeleton Koopas. Dry Bones have an endless supply of bones that can be thrown at high speed to crack skulls, or can be swung like baseball bats. And don't get me wrong--Them bones are hard bones! If they're broken apart, foes will find to their displeasure that unless their bones are scattered all over the place, the Dry Bones that got knocked apart will rebuild itself. They can also use this to their advantage in another way--They can fall apart and play Possum, making others think they're dead. Or, if the bones are scattered, their friends can bring 'em together. However, if you just pulverize 'em and smash their bones into tiny pieces, they won't be coming back. Also, if a lot of fire is introduced, they'll disintegrate. They're strong in some areas, and weak in others; oh, yeah, and "Holy Water" or anything like that doesn't mean much. Dousing them just makes them Wet Bones, which are in essence the same things.
Crimson Bones
Think of a Dry Bones. Give it red shoes and a red shell. And, uh, there you have it. The Crimson Bones are a little weak defensively, but are utterly and completely immune to fire. With Flare Guards, it probably doesn't matter anyway. Besides that, they can spit jets of flame up from their throats which can scorch and damage stuff. It's great for setting stuff on fire. Overall, the Crimson Bones aren't very complicated, but they're not bad.
Azure Bones
These fellas have bright blue shoes and shells. They act just like normal Dry Bones, although they can't use their bones for smacking things. They don't break off as easily as the others. However, when in water, they can hide in their shells and then jet around like torpedoes. FAST torpedoes. They can smack into things like this to leap out of the water and come down on something on the ground. Or, they could belt a ship/submarine repeatedly to dent/sink it. Of course, if they break in the water, they'll probably just blow off and not end up together, so they won't reanimate. Overall, they're just very good in sea battles but typical elsewhere.
Amber Bones
These folks have dark yellow shoes and shells. Predictable? Very. Anyhow, they're quite sneaky. They're great at the possum trick, and can sneak around quickly and quietly. They're top-notch at hijacking machines, as they can easily kill unsuspecting foes with their sharp bones. This also makes them great thieves or assassins--They can usually gather intel on enemies for a while before a battle without them knowing. However, in a firefight with a lot of damage going on everywhere, it's unlikely that they'll last long, even if they are dodgy.
Black Koopas
As you might expect, these Koopas boast pitch-black shells. Each one has a small belt with Mini Shell Grenades strapped to it. Black Koopas can make terrifying line drives with them, not only breaking a creature's bone at the impact spot but also blowing it up. These can also be lobbed for extra confusion. As well as their grenades, Black Koopas boast a BIAS (Bomb-In-A-Shell) that they can kick at a target for a much more impressive explosion. If the Black Koopa has a Koop-Koop Fruit as its shell, this is even worse because the shell will withstand the explosion and can be used for further defense. Black Koopas are somewhat weak once they've lost their shells, but are always great for defensive lobs or offensive line drives.
Shnipers
Well...they're...snipers. What'd you think they'd be? These guys have basic sniper rifles that they use to pick off enemies at a distance with, shooting once every ten seconds. Stuff that gets shot rarely survives. They boast orange shells. Since they have only one ordinary weapon, they use their other equipment a lot. They love the poison dart guns, since they make sure that stuff that gets shot doesn't survive. They're not the best at close range, but they can use their melee weapons should they need to.
Koopatrols
These are some of the toughest, strongest units in the Loaded Shells' army. These Koopas are covered in armor, and in contrast are very fast runners and shellrunners. Their armor is covered in spikes on joints and on their heads, so it's tough to take these guys in melee. Their shells are also coated in spikes, so it's a hard run taking them down...Of course, with ranged weapons they become all-purpose as well. Walking speed isn't so great, but shellrunning can make them go a little bit faster.
Dark Koopatrols
The uber units of the Loaded Shells...stay away. Them and their armor are completely black, with red eyes eerily staring out. They are completely covered with spikes, with their armor, so you can't fight them hand-to-hand, really. The long spike on their helmets makes for deadly headbutts, even. Dark Koopatrols can dash at extremely fast speeds. Their armor is a special scale that's hard, yet light. (If you like Lord of the Rings, think Mithril...) They wear several layers, so it's tough to penetrate their shell, especially when they're shellrunning. Just think of...great-knights, I guess. Along with their enhanced weapons, Dark Koopatrols are the nightmare of the Loaded Shells. Sort of. Not really. We don't have nightmares. We only have guinea pigs.
Just your everyday, generic Koopas. Oh, the originality. While they are generic, they do have one thing that stands out: Speed. Green Koopas can slide around twice as fast as the others and deliver punches and kicks 3/2 as fast. This makes them tricky to fight, and masters of guerilla combat. The traditional Koopa shell is their basic armor, which works well. If you can destroy the shell, you'll probably end up taking out the Koopa as well.
Red Koopas
Koopas with red shells. These guys are fireproof. While sliding around, they can ignite their shells on fire, causing extra trouble if they spread out--Even starting fires on enemy buildings. There is nothing else to say besides that. However, with weapons and Firebreath Attachments, they DO become rather lethal...
Yellow Koopas
These Koopas, naturally, boast yellow shells. They possess great jumping ability, leaping up to two yards in the air. When they come down, they will condense themselves into their shells and slam against the ground, usually leaving a tiny crater. This slam will send tremors out, throwing enemies to the ground if enough Yellow Koopas are slammed at once. A great number of Koopas smashing all at once will send out a shockwave, dealing damage to machines and troops all around. If a Yellow Koopa smashes down on top of an enemy, the target usually ends up flatter than a piece of paper. Some of the most dangerous and unpredictable troops in the army. However, if their shells come off...well, they become the suckiest troops in the army.
Blue Koopas
Typical as their name. Blue Koopas have wings and deep blue shells. They use their wings to zip about the sky with ease and divebomb enemies. When enough of them go at once, it's quite confusing as they all go overhead. They are great with Smokeshells in the sky, since they can bomb enemies with them. Blues cannot lose their wings under any circumstances, making them rather special. They're very dodgy and tough to hit. Blue Koopas, while not too powerful without a weapon, are effective.
Green Paratroopas
It's a bird! It's a plane! It's...a flying turtle! What the--?! Oh ho, I'm not having a Koopa army without my trusty Paratroopas. Like the ordinary Green Koopas, these guys are quite fast, zooming around through the sky very quickly. A heavy impact from above will knock off their wings, but...it's not always very likely, especially with the Sheller Shield Units. They are terrifying with their ranged weapons, and can also land for long enough to chop some folks with their melee weapons if need be. They can also fly above enemies and use their melee weapons downward on enemies.
Red Paratroopas
These typical-looking Red Paratroopas vary slightly from their ground-based brethren. Like Green Paratroopas, they fly quickly (But not nearly as fast) but a significant impact will remove their wings. The impact must come from above, however, and must be hard enough to almost crack their shell, so it's unlikely. These guys can spit fireballs down at enemies at rapid speed, filling the air with fire. The Firebreath Attachments allow them to breath constant streams of fire, so these guys are quite dangerous, even if they can be dumped from the sky.
Yellow Paratroopas
As if the frightening Yellow Koopas weren't bad enough, the Paratroopas can attack from anywhere. They condense into their shells, take aim, and dive bomb/charge at something at a blurring speed. If it misses, the Paratroopa will have to take a minute to stop its momentum and get back in gear, and could go off in the wrong direction for a while, but if it hits...POW. Their ordinary flying speed isn't quite as fast, but they're extremely powerful if they hit something, kind of like Kinectic Orbs.
Blue Paratroopas
These guys completely rule the skies. Since Blue Koopas can also fly, the Paratroopas are terrifying in the air. Loaded with six wings, they can make turns on a hairpin, zip around at top speed, and generally just unleash "0_o" all around. With their ranged weapons, they can go into their shells and perform a constant barrel roll, spraying lasers and projectiles everywhere. Blue Paratroopas can't lose their wings. They can do pretty much anything speed and turning-related. Unfortunately, if confined in a small space they're very poor, but if they can get in the air and get going, they're amazing.
Kooper Troopers
Mechanical Koopas, designed by Kooper. These guys possess small hand grenades, great for lobbing. Of course, line-drives with them are also devastating with their great AI accuracy. In addition, a time bomb is located on the inside of the shell. If need be, a Kooper Trooper can take off its defense and kick/hurl it with the time bomb, so it will explode at an unpredictable time. They are vulnerable to EMP, but with the metal-reinforced shell, they can be tough to take down. The time bomb is three times as powerful as the grenades.
Dry Bones
Skeleton Koopas. Dry Bones have an endless supply of bones that can be thrown at high speed to crack skulls, or can be swung like baseball bats. And don't get me wrong--Them bones are hard bones! If they're broken apart, foes will find to their displeasure that unless their bones are scattered all over the place, the Dry Bones that got knocked apart will rebuild itself. They can also use this to their advantage in another way--They can fall apart and play Possum, making others think they're dead. Or, if the bones are scattered, their friends can bring 'em together. However, if you just pulverize 'em and smash their bones into tiny pieces, they won't be coming back. Also, if a lot of fire is introduced, they'll disintegrate. They're strong in some areas, and weak in others; oh, yeah, and "Holy Water" or anything like that doesn't mean much. Dousing them just makes them Wet Bones, which are in essence the same things.
Crimson Bones
Think of a Dry Bones. Give it red shoes and a red shell. And, uh, there you have it. The Crimson Bones are a little weak defensively, but are utterly and completely immune to fire. With Flare Guards, it probably doesn't matter anyway. Besides that, they can spit jets of flame up from their throats which can scorch and damage stuff. It's great for setting stuff on fire. Overall, the Crimson Bones aren't very complicated, but they're not bad.
Azure Bones
These fellas have bright blue shoes and shells. They act just like normal Dry Bones, although they can't use their bones for smacking things. They don't break off as easily as the others. However, when in water, they can hide in their shells and then jet around like torpedoes. FAST torpedoes. They can smack into things like this to leap out of the water and come down on something on the ground. Or, they could belt a ship/submarine repeatedly to dent/sink it. Of course, if they break in the water, they'll probably just blow off and not end up together, so they won't reanimate. Overall, they're just very good in sea battles but typical elsewhere.
Amber Bones
These folks have dark yellow shoes and shells. Predictable? Very. Anyhow, they're quite sneaky. They're great at the possum trick, and can sneak around quickly and quietly. They're top-notch at hijacking machines, as they can easily kill unsuspecting foes with their sharp bones. This also makes them great thieves or assassins--They can usually gather intel on enemies for a while before a battle without them knowing. However, in a firefight with a lot of damage going on everywhere, it's unlikely that they'll last long, even if they are dodgy.
Black Koopas
As you might expect, these Koopas boast pitch-black shells. Each one has a small belt with Mini Shell Grenades strapped to it. Black Koopas can make terrifying line drives with them, not only breaking a creature's bone at the impact spot but also blowing it up. These can also be lobbed for extra confusion. As well as their grenades, Black Koopas boast a BIAS (Bomb-In-A-Shell) that they can kick at a target for a much more impressive explosion. If the Black Koopa has a Koop-Koop Fruit as its shell, this is even worse because the shell will withstand the explosion and can be used for further defense. Black Koopas are somewhat weak once they've lost their shells, but are always great for defensive lobs or offensive line drives.
Shnipers
Well...they're...snipers. What'd you think they'd be? These guys have basic sniper rifles that they use to pick off enemies at a distance with, shooting once every ten seconds. Stuff that gets shot rarely survives. They boast orange shells. Since they have only one ordinary weapon, they use their other equipment a lot. They love the poison dart guns, since they make sure that stuff that gets shot doesn't survive. They're not the best at close range, but they can use their melee weapons should they need to.
Koopatrols
These are some of the toughest, strongest units in the Loaded Shells' army. These Koopas are covered in armor, and in contrast are very fast runners and shellrunners. Their armor is covered in spikes on joints and on their heads, so it's tough to take these guys in melee. Their shells are also coated in spikes, so it's a hard run taking them down...Of course, with ranged weapons they become all-purpose as well. Walking speed isn't so great, but shellrunning can make them go a little bit faster.
Dark Koopatrols
The uber units of the Loaded Shells...stay away. Them and their armor are completely black, with red eyes eerily staring out. They are completely covered with spikes, with their armor, so you can't fight them hand-to-hand, really. The long spike on their helmets makes for deadly headbutts, even. Dark Koopatrols can dash at extremely fast speeds. Their armor is a special scale that's hard, yet light. (If you like Lord of the Rings, think Mithril...) They wear several layers, so it's tough to penetrate their shell, especially when they're shellrunning. Just think of...great-knights, I guess. Along with their enhanced weapons, Dark Koopatrols are the nightmare of the Loaded Shells. Sort of. Not really. We don't have nightmares. We only have guinea pigs.