Post by Water Dumple on Apr 11, 2008 23:25:32 GMT -5
This will be covered in three posts, and things in italics are things I haven't acquired yet or have not started building/researching. Be aware that some of this will need to be edited a bit for this version, so some things might look strange until I get them.
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Defenses
Defensive Relays
These are a little hard to describe...think of a tall, three-sided pyramid. Then, put two more just like it although slightly smaller at the tip, so that all of the pyramids touch at the tip. Then, have the top two slowly rotate around the first. That's what a defensive relay looks like. They're about the size of a Chain Chomp in thickness at the bottom...maybe two of them tall. Basically, unless the Defensive Relay Generator exists, these do nothing. If it does exist and works, these Defensive Relays will put up heavy amounts of extra defense for everything identified as friendly from the System HQ. However, each one only has a range on this area of extra defense, spanning 1,500 feet. If two zones overlap, they also grant no extra defensive capabilities. However, the Relays themselves are quite difficult to destroy thanks to their heavy armor, and they grant quite a good bit of extra defense. Unique and helpful defenses.
Position: Around the base, at intervals of 3,000 feet apart.
Explodo Shell Launchers
Hefty turrets that are about the size of three Chain Chomps. These are filled with Explodo Shells--Big Koopa shells that are "Bulging at the seams" with explosives. They naturally do a lot of damage on impact. ES Launchers can lob these over the wall and one-hundred yards away, causing large explosions all around once they really get going. An Explodo Shell can be fired once every seven seconds, a good time considering the large blast.
-Positioning: In a circle around the base, just outside of the wall.
FLAK Turrets
They look typical...but believe me, they aren't. FLAK turrets are anti-aircraft guns that fire salvos of homing missiles. They can rotate in all directions and lock on to anything flying. A salvo can be fired from each turret every five seconds. FLAK turrets are designed to blow out engines, usually taking the enemy targeted out in a few hits, or even only one. Flying troops usually lose their wings or flying devices if hit. They also splatter shrapnel everywhere, which makes it extremely hard to survive in the air if one has targeted something near you. They're somewhat simple-looking, but chew aircraft to pieces.
-Positioning: Mounted on the wall at even intervals.
Lightning Vortexes
These things are strange generators that I suppose look a little bit like jet engines. Each one has a range on which its influence can spread, which covers about one-fourth of the base per Lightning Vortex. Then, by a signal from the System Headquarters, they can nullify electricity, lightning, EMP, or whatever you want to call it. They can do it in a small area, everywhere it can, on just one target, or whatever it needs to. Each one is in a protective metal box bolted to the ground to keep it safe.
-Positioning: At equal intervals one-fourth around the base each.
Nullifier Rays
The turrets known as Nullifier Rays are made simply to do that: Nullify things. These are turrets that can stick in the ground, on the wall sides, or where ever they need to be. Each one can aim in any direction, and will fire out a rapid series of rays with an advanced zoom-up targeting system. Anything not friendly hit by it will lose all of its magical/special abilities for an hour. That means that Wizerds can't use magic, Fire Bros can't breathe fire, and so on. Weapons will still work, but anything using special mind-powers to control things or using magic or powers and whatnot will have its abilities stripped from it for an hour. If the target gets an absolute overkill of rays fired at it/hitting it, it'll lose those abilities for 20 days.
-Positioning: Latched onto the wall at various intervals, pointing both in and outside the base.
Small Shield Dome
A hefty generator in the center of the base creates a huge, yellow, energy shield dome that covers the whole Fort. Poke it all you like, but it'll still be there. This prevents any entrance of projectile or entity on the outside-in, but things fired from the inside can go outside of it to hit whatever's waiting out there. Heavy impact and explosions and attacks against the shield dome will damage the energy shield, but not hurt the generator. After a whole lot of beating and damage, the shield will shut off to prevent the generator from overloading. It takes a day to get it back up if it's forced to shut down. Nonetheless, it's quite helpful and stands up to a lot, covering the whole base until it's forced to shut off. It also prevents teleportation or instantaneously entering the base.
-Positioning: Generator's in the middle, shield encompasses the whole base.
Upgrade->Large Shield Dome
Simply enough, a blue version of the Small Shield Dome that's much more effective. It prevents folks from teleporting/warping/barfing inside the base, save by an identified and previously approved source (Like the Pipe Network). It's much thicker and stands up to a lot more damage--Chances are, you'll be stuck out there trying to break it for a while (As it's a 50-day upgrade from the SSD). A notable difference from the original is that it's more of a sphere--It goes down through the ground, like another dome stuck to the first and pointing downwards. This means that you can't tunnel under it. Once again, it will shut off after immense abuse and take a day to recharge.
-Positioning: Generator's in the middle, shield encompasses the whole base.
Complete Steel Wall
The old wall of the Koopa Bros Fortress. This is what makes the Koopa Bros Fort. The rest of the castle was demolished, but the thick steel wall was repaired and set up again. It's twenty feet high. Turrets can clamp onto the wall for better shots, and troops can stay next to the top while hurling projectiles down. The clasps are designed to attach to the turrets, so if a part of the wall is blown up, the turrets can still fall to the ground, clamp down to it, and continue firing. It adds quite a bit of defense against anything ground or sea-based, and is designed not to hurt the base if a part is blown up. And, of course there are steel gates for troops to get in and out. A hefty defense addition.
-Positioning: Around the whole base.
Upgrade->Complete Titanium Wall
This upgrade massively enhances the defensive capabilities of the old Steel Wall. Not only is it thicker so that a tank can drive along the top, but it's also plated with Titanium instead of Steel now--So you'll have a hard time beating it. (Now why'd you want to do a thang like that, eh?) It's also forty feet tall with the upgrade. There are niches in the walls so that defenses like Sheller Sam Shooters and Solar Towers can sit "Inside" the walls and shoot at enemies, so it also helps out other defenses. The Titanium Wall pretty much doubles the effect of the Steel Wall.
-Positioning: Around the whole base.
Rail Track
A track that goes around on the outside of the Titanium Wall. Railguns can attack to it and zip around on it at top speed, to quickly shoot at whatever the heck they want to. The track is quite durable, and if the wall or a part of it is destroyed, it will disconnect from it and attach to the ground. Admittedly, the ground view gives a little less vantage to Railguns, but it's still helpful.
-Positioning: On the outside of the Titanium Wall.
Sheller Sam Railguns
Fairly basic railguns. They ride around on the Rail Track and fire off Sheller Sams at a high rate. Because they can go on all sides, they can move around on the track rapidly and all fire at the same target as they go by. It only takes about thirty seconds for one to reach the other side of the wall--They're that fast. The Railguns are fairly well-armored, too, and going at a high speed, they can be tough to break. Very helpful, when working in tandem with the Rail Track. Also, if the track breaks, they can drop off, latch onto the ground, and act as ordinary Sheller Sam Shooters.
-Positioning: On the Rail Track, o ye of great intelligence.
Sheller Sam Shooters
An obscenely predictable rip-off of Bullet Bill Blasters, these are in essence the exact same things. Sheller Sams are merely Bullet Bills in shell form, still boasting black paint and the trademark small, random arms. They naturally explode on contact with a target. Sheller Sam Shooters will poke out of holes in the wall or fire over it. Sheller Sams, just like Bullet Bills, home onto an enemy so it is possible for them to go over the wall and then choose their target. Missile-scrambling devises can confuse Sheller Sams, similar to Bullet Bills. Really, there is little to describe about these--Just Bullet Bill Blasters in another form.
Torpedo Ted Launchers
Think of underwater Bullet Bill Blasters...from most respects, Torpedo Ted Launchers are the same things. They are metal boxes on the walls and floor of a body of water with nozzles attached to them. The nozzles will aim around and fire a Torpedo Ted every three seconds. These home and go to their target much faster and do much more damage with a large explosion. If a ship on the surface is hit a few times, it'll almost certainly sink. A great underwater defense.
Firestream Turrets
Typical-looking turrets, the Firestream Turrets each have three long nozzles. These can be rotated in all directions and hights. Out of each nozzle on each turret, a constant stream of fire will spurt out, like a firehose. Since each one has three nozzles, they can cause a lot of damage at once, burning flammable troops and bringing airships down in flames. The firestreams go for extremely long distances, and can usually blast anything in range. They are constantly being pumped while in action, and can fire nonstop.
Missile Scramblers
These are pads on the ground with various metal components on them, covered by a small dome. These will take control of enemy missiles and send them back at the enemy. These will take control of things as small as Bullet Bills to stuff as large as...uh...really really big missiles? Basically, they will turn missiles fired from the enemy back upon them, or in whatever direction the Missile Scrambler chooses, maybe to hit an enemy aircraft. Since there are so many, Missile Scramblers can possess just about any enemy missile on the battlefield. These greatly help the Point Defense System go about its work.
Recon Satellite Launcher
A medium-sized dome with two holes in the top. These holes are where loaded Recon Satellites will stay if they're not going to be launched. Every 8 days, this will make and launch a Recon Satellite. This small, efficient satellite will fly around at very high elevation, looking at all the areas around the base using an advanced telescopic vision system. This gives two days of warning of an approaching enemy whether a satellite is watching the base or not, and sends a constant video image to the base. Recon Satellites can also go on scouting missions. They move as fast as an Aerobomber. It only takes about five artillery shots to blow one down, but the video image it sent it still saved, so the base will know exactly what shot it down. The Launcher can make two reserve Satellites to hold in the top of it if another one is already active. Once one is destroyed, it'll make another reserve. Recon Satellites are very efficient, pesky units that supply information to the base. An upgrade allows six Recon Satellites to be active at once and lets them to go into space.
Upgrade->Super Scan Scopes
A major enhancement for Recon Satellites. This gives 'em loads of new equipment! It mostly follows one major concept, though. First off, they can see through things: For example, underground, in buildings, and through clouds. That means if you were in some kind of smog-covered area, they could see you. If you're underground, they can see you. They can see in buildings, so they know of just about all enemy projects. Their telescopic vision systems are also much more enhanced; they can see for miles in all directions. It's similar in effect to the X-Nauts' X-ray scopes...only more powerful. You can run, but you can't hi--Well, I guess I'd chase you if you ran, so you can't run either. Sucks to be you!
Upgrade->Defense Shield Guns
Uhh...I didn't know what to call 'em. A defensive enhancement for Recon Satellites, and a major one. First, they have radiation shields, flame shields, storm shields, acid shields, that kind of thing--No short-circuiting or frying 'em. It also allows them to go into space and see down on the planet from there. They have laser guns to blast enemy projectiles up at a good distance away, and even small missiles and one Kinectic Orb each, with the appropriate launchers. All of these are used to stop enemy attacks on them. Should they get in a close-up scuffle, a punching glove on a hydraulic stick can pop out and smack folks. They really don't use it for offense--It's to defend and get away. Lastly, Recon Satellites have some evasion skills, being able to quickly dodge to the sides or move away quickly. Also, they're invincibl--I mean, uh, they're, uh...um...BEANS!
Point Defense System
This is a large dome with a high tower sticking out of the top of it. It is loaded with cannons, ammunition, and everything it needs for its job: Protecting the base from long-ranged explosives or attacks. So, if an enemy used an extremely long-ranged missile launcher to fire a missile at the base, ths Point Defense System would shoot a laser to obliterate it before it reached the base. It works in tandem with Recon Satellites--They send all their images straight to the dome/tower. That way, it can know of enemy projectiles in advance and use its computer system to destroy them a long way ahead of time. It is loaded with lasers, missiles, Kinectic Orbs--Everything it needs for the defense. Airships planning to drop a huge bomb on the base from high in the sky will likely have their plan foiled so quickly the bomb will blow up on them. It will also destroy kamikaze attempts without harm. It takes a long time to build, but is so well-designed that it basically never fails. Mainly, this prevents enemies from attacking without ever leaving their base or having to sacrifice troops.
Plant Poison Tower
Ever see those maaaaaasive water towers in the city? This is one of those, and trust me, you'll need a whole army on it to burst it or break it down. This is loaded with little turrets on all sides that shoot streaks of Plant Poison at extremely high speed and range. Thus, it can rapidly fire shots of Plant Poison, killing things all around and causing heavy trouble for invaders since the turrets are on all different sides. Each one shoots once every second. It's also great for enemy war machines, since the shot is so fast that it usually short-circuits them, and the poison is also good for basic troops. Overall, the Plant Poison Tower is another one of those major defenses that foils a lot of attackers.
Solar Towers
You might remember these from the Death Drillers in the first wars. These are small towers, about fifteen feet high. On the top are several rotating disks, which rapidly gather sunlight. Every five seconds, the Solar Tower will release a ray of solar power, which fries troops and machines like an ant under a magnifying glass. It also does light damage to those that are weak to it. Solar Towers are outside the wall, inside the wall, and on top of the wall where they can fire down on troops or up at machines. Effective.
Flame Towers
Very similar to the odd Solar Towers, the Flame Towers will gather heat and launch fireballs at enemies. Flame attacks fired at the base can also be sucked up and absorbed by the Flame Towers. They can even suck up fire out of flame-based enemies nearby. A very helpful defense. (All other towers are in similar locations like Solar Towers.)
Ice Towers
Just take a Fire Tower, and make it for water and ice. It will shoot balls of ice to crack against foes, or a constant stream of icy air to freeze the weak and hurt the strong. It can also suck cold out of ice-based units if it needs to for an extra-large shot, killing two birds with one stone.
Earth Towers
Not much to say, Mr. McGee. Why did I call you that? Dumple does not know! Earth Towers fire boulders and clods of earth at enemies. They have no siphon power, unlike all the other Towers, but are much stronger. If needed, they can send small, invisible jolts along the ground to throw specific enemies to the ground, where they'll be easy targets.
Lightning Towers
Blah blah blah, these shoot bursts of electrons, or Lightning, at foes. Of course, they can also suck negatives out of the air, or enemy electricity flowing around. If a machine is hit by several, it might even shut down.
Dark Towers
GUESS! Yeah, yeah, whatever. These will charge up dark energy and fire heavy blobs of it at enemies, doing dark damage and slowing targets down. If a creature has no dark energy to siphon, they will slowly leech the life out of an enemy for its big burst. Of course, it can charge up normally without it if needed.
Buildings/Assets
Central HQ
One of the biggest, if not the biggest building in the base! It has an interesting design--It looks like a very tall three-sided pyramid, with green-tinted windows on all sides like a business building, and the tinted windows give it an interesting green glow from the lights inside. Looks kind of creepy at night. The Central HQ has a plethora of computers and functions. First, lots of plans are completed and processed in here. Second, signals can be instantly sent out to base defenses, war machines, and such to give them rapid commands and instructions, so it is much easier to defend the base. Third, it can access other computers within two miles of the base to do what it wishes with them, including give them a virus that will permanently shut them down. It has a few other computerized functions, but overall the Central HQ helps in defense and base management.
-Positioning: Right in the middle of the base.
Upgrade->System Headquarters
A major upgrade to the Central HQ. It grants many upgrades: One is a simple armor upgrade to the building. It won't be easy to take down. The second is a large upgrade to the computers; they're much stronger and have more capabilities. For one, they have an instant messaging/email system to allies that helps things get along smoothly. In battles, it can be used to immediately send messages and get help. It can also send messages to troops/war machines; this is a great feature, as it gives them the commands they need and keeps them organized in battles. They can get updated info on other parts of the battles and keep their actions streamlined. On top of all this, the System Headquarters can scramble incoming missiles to send the most complicated of them away from the base. And, finally, the computers cannot be hacked or ruined in any way; you can't mind-control them, give 'em a virus, or any of that. The System Headquarters is a vital upgrade for the base's operations.
-Positioning: Right in the middle of the base.
Civilian House
A pretty simple building. Each Civilian House will safely house 5,000 Civilians and keep them safe from attackers. When the base is attacked, the Civilians will go in the Houses and heavily armored walls will close in on the buildings, which prevent pretty much anything from getting in until they're removed. For the most part, these just prevent Civilians from getting killed or kidnapped.
-Positioning: Several are on the east side of the base.
Machine Factory
An efficient factory, this will chug out a land-based machine every number of days. The number variates based on the machine being built. It is efficient and time-saving. This also contains a garage--Damaged machines can drive in and get repaired in the typical number of days they'd need in the project slots. There are three repair garages. With an upgrade, the factory can work on three machines at a time.
-Positioning: West side of the base.
Hangar
This is almost the same thing as the Machine Factory, only it works with aircraft. Every certain number of days, this will produce some kind of aircraft. For special types that need a smooth surface and/or landing pad to lift off or land, there is a runway and landing pad for those special aircraft. An upgrade lets it work on three at once. This also has a repair garage. In essence, it's the same as the Machine Factory, just with aircraft. There are three repair bays, and with an upgrade it can work on three planes at once.
-Positioning: West side of the base.
Dock
Located next to the Fort and on the lake, this is basically--You guessed it--The Machine Factory for boats and machines related to the ocean. This produces one every certain number of days, based on what is being built. An upgrade lets it do three at the same time. On top of that, boats that need a special place to dock can use this. Naturally, it contains the repair bay for damaged ships.
-Positioning: Next 2 da lake. Shield Dome still encompasses it.
Defense Factory
Yet another factory. This 'un is here for making base defenses! It originally only makes one at a time, but with an upgrade it can work on three at once. It also has three garages to repair damaged/broken/offline defenses. Nothing interesting here...
-Positioning: West side of the base.
Equipment Factory
A large, assembly line-type factory. It's mostly made of conveyor belts and whatnot, but it has a research facility as well. Every twenty days it will produce a new type of weapon or equipment, and the factory section will make an endless supply of the weapons once they're finished. The weapons and equipment are mainly for troops.
-Positioning: West side of the base.
Mecha Pigeon Hatchery
This factory produces one Mecha Pigeon every day. Simple, no? Anyhow, Mecha Pigeons are basically mechanical pigeons that fly around using tiny jet engines and propellers. They all can drop small shell-bombs that will explode on contact with a target or the ground. The explosions are quite large, but the Mecha Pigeons can't hold many individually. Additionally, they have drill beaks which can be used to pierce things owned by enemies and ruin it. They're quite potent. In swarms, Mecha Pigeons are quite dangerous. On the other hand, they don't have an extremely large amount of armor and aren't really long-time battle survivors.
-Positioning: West side of the base.
Quartz-K Generator
This is a basic-looking generator, covered in Sheller Shield Units for protection. It's about the size of a Goomba. Its powers extend to friendly troops and machines anywhere in the area of about five miles. What it does is cure them of non-directly damaging affects. That means that putting some kind of spell on them like poison, slowness, madness, or anything like that won't work because of the Quartz-K Generator. It's quite defensive, and because of the Sheller Shield Units it's covered in, has a lot of defense itself. It's portable, so a machine can hide it in its cargo hold and enemies won't know of its presence.
Obsidian-K Generator
Think of the Quartz-K Generator. This is very similar, and is the exact same except what it does. The Obsidian-K Generator completely eliminates magic in a range of five miles around it. That means that if you stand ten miles away and try to use magic on the base from there, it won't work because the generator is still there to prevent it. This, of course, also affects friendly troops, so if they use magic it also won't work. This generator can also be concealed inside machine cargo holds, and is portable.
Amber-K Generator
Yeah, yeah, same deal as the others. This generator works offensively. Although its range spans only 150 yards, anything not identified friendly will become significantly weaker while in its range. By significantly, I mean very significantly. However, the range isn't the largest, so it's best used to make specific targets like heroes become weaker. This, like the others, can be hidden.
Defensive Relay Generator
Now, this generator is a little different. Simply enough, while it exists, Defensive Relays work. See the defenses section for what Defensive Relays are. While they may take the generator to run, they provide a bulk of extra defense, so it's worth it. Doesn't matter where the generator is, but as long as it works, they'll run. And they power themselves with defense, so they aren't easy to destroy. This generator is hidden because its range is infinite.
-Positioning: Why should I tell you? Somewhere in the base.
Pipe Network
A great, extremely helpful method of transportation for getting to allies. This is a "Network" (More like a triangle) of massive warp pipes. Each ally has a pipe connecting to his two allies' bases. The pipes are big enough to allow through troops, uber war machines...you name it. The pipes have a regenerative feature as well. If you break one, you must break the other two within thirty minutes to completely obliterate the network, or they will regenerate. There are also impenetrable discs that will close off the pipes if an enemy or unknown entity comes near, so only allies can use it or those authorized. The Digger Artillery greatly helped in making this, so it's not something easy to deal with.
-Positioning: Very close to the middle of the base.
Speed Drive
A kind of small but complicated jumble of electronics that goes in the middle of the base. It's contained in a completely random building, so it's not easy to find, and it's practically coated in Sheller Shield Units, so it's extremely hard to break as well. It also only reacts to the Loaded Shells' base. This zips the base over next to an enemy's, or wherever it needs to get to. This makes a shock shield that prevents any damage to the LS base in the process. It can also just move the base somewhere else, allowing for a quick escape. This, unfortunately, will take nearby ("Onboard") enemies with it, so it's not always that great as a defense. Pretty much, it's an offense. It can also move the base so close to an enemy that the base defenses will be used as offenses! This makes for a quick, immediate attack on a foe, and the collision will also cause loads of trouble. It can move the base back in an instant, but one "Round trip" takes twenty days to charge. This is a major offensive weapon for the Loaded Shells. However, it's possible to use it defensively given the right situation: If an enemy is approaching the base and we know about it, the whole battle could possibly be skipped by jetting off somewhere else that they won't know about.
-Positioning: Inside a random building somewhere. More than a little bit tough to find.
Final Shells
The base is rigged with these. These shells, truly, are loaded. The loaded shells of the Loaded Shells. If the base is going down and there's no hope at all...if it's done for...these will be set off. Everything will blow up. Everything. Enemies, allies, anything at the base will be blown up in the awesome explosion. Just about every precaution is taken to make sure that they're only used when needed; laser sensors, DNA, magic jammers, everything. You really can't hack in and set 'em off. The Final Shells will only explode if they have to, basically. Simply enough, they're final.
Lava Flood Equipment
Everything needed to make a lava flood! This includes: Huge, unmeltable corks of all shapes, materials, and sizes to plug holes...Massive canisters and transporters of the lava...Huge walls to divert/guide the lava...Beans. The canisters (Engines and wheels included) will open up and pour it out, and there's really loads of it. The walls can be used to guide the lava along to the chosen place, the corks will plug holes and such to trap foes inside with the lava, and beans are good for eating while watching this go on. A thirty-day project can get more lava again.
Earthquake Charge
A gray, silvery-looking machine that looks a little bit like a space heater. Just set it down, turn it on, and watch it go to work! The Earthquake Charge, true to its name, creates a hefty earthquake where targeted, up to twenty miles away. It can fell buildings and their foundations, hurl troops around like...like...I don't know...and is especially effective against underground enemies, which will likely have tunnels collapse and get rattled around like the little balls in one of those awful noisemakers that little kids always shake incessantly. (Gosh, I can't stand those.) It's just a semi-all-purpose destruction earthquake generator. It takes a thirty-day project to charge it back up again, though.
Feather Fryer
Another random jumble of electronics (This one has a small engine and wheels to get around, it drives remote-control or from a troop). This charges up special radiation. When need be, it will release it all and fill the air everywhere with it. This special radiation combusts upon contact with feathers, setting them on fire and burning the birds or whatever creature happens to have these feathers. It's great and can do heavy damage/kill enemy birds, as unless they don't have feathers, they'll get covered in flames. The range is quite large, but it takes a thirty-day project to charge it up for another blast. It's fairly durable as well, so you won't be breaking it easily.
Storm Generator
Do I even need to say it? It's basically the Earthquake Charge by looks, only painted black. This creates an intense storm up to twenty miles away, which includes fierce winds, Plant Poison (Acid) rain, and dense fog. The storm can last for up to two hours, but it can be shut off if need be. The Generator takes thirty days to charge up another storm if used...It's the bane of aircraft.
Plant Poison
These strong chemicals are designed to foil enemy plants, any troops, and machines. Do NOT forget that they're not just for plants. Upon contact with plants that don't have heavy upgrades and immunities, the Plant Poison will kill them on the spot, or at the very least whither them and make them weak. The other thing Plant Poison is good for is corroding machines. When a war machine is soaked with it, it starts to sort of "Melt" and lose its functions. Its strength goes down, and it'll eventually just shut off. If it's really drenched, it'll even short-circuit. Plant Poison is also pretty caustic, so it's good on ordinary troops as well. Make's 'em sting like crazy. So while Plant Poison would be better named That Stuff That Hurts Your Stuff, it's quite useful.
Ammunition Factory
Not much to it. This factory automatically makes all of the projectiles and ammunition the various things owned by the Loaded Shells will need. Makes an endless supply of all ammunition, so troops and machines never run out.
Resources/Items
Ancient Shell Map
A basic-looking map, this aids in the fishing up of the Ancient Shells. It shows their locations and allows one to be fished up in the span of just fifteen days.
Note about Ancient Shells: They can be used anywhere. If they're at the base, they can still be used for some conflict somewhere else. They can be held at the back of a force and used to cause trouble up front.
Emerald Shell
The first of the many Ancient Shells found in the Deep Cheep Trench, this lasts for one day and then takes one more to recharge. That means it can work every other day--But it's used voluntarily, so it won't always be flipping on and off. The Emerald Shell doubles the range of all friendly ranged attacks. Of course, this only means if an ally is around, but it can target a designated area so that it can aid an ally in their battles without being present. Basically, it can cover as many units as needed as long as they're in one place--It can't affect the Loaded Shells and then an ally if they're somewhere else.
Ruby Shell
This is very similar to the Emerald Shell. It works in the exact same way, besides what it actually does. This Ancient Shell enhances the speed of friendly machines by 1.5, 150%, 3/2, whatever you want to call it. It cannot do this to an uber war machine, however...nonetheless, since the Loaded Shells are machines, machines, and more machines, it's little detriment. It also helps Minimachines.
Topaz Shell
The third Ancient Shell, the Topaz Shell enhances the fire rate of friendly machines, defenses, and units by 1.5. It works in the same way as the Emerald Shell, of course, one day alternatively. That means if Sheller Sam Shooters shoot every three seconds, they'll shoot every two. If Shnipers can load and fire every nine seconds, they can do it every six. Coupled with the Ruby Shell, this has stuff zipping around at top speed.
Sapphire Shell
This, the fourth of the Ancient Shells, works differently than the first three. It doubles all the positive stats of 10,000 units or 10 machines. It can mix that together, taking away 1,000 units and adding a machine as needed, i.e. 4 machines and 6,000 troops. This means the troops and machines will have twice the power, speed, fire rate, range, agility, stamina, etc. If a troop falls in this state, it will take the Sapphire Shell five minutes to replace the powered unit with another. It can work any time, affecting anybody it needs to. It can only power 2,000 uber units, however. 200 ubers then equals one machine. GET IT?
Crystal Shell
A more defensive Ancient Shell, this artifact VOIPS other artifacts! If the Loaded Shells or an ally are in a battle with others, the Crystal Shell can nullify one enemy artifact per enemy or contesting group involved. If an enemy army has only one artifact, its power is halved. The items will go back to normal after the battle/conflict, and the Crystal Shell can be used again. Why, you're shinier than my Crystal Shell, Mr. Crystal Star? VOIP!
Diamond Shell
This is a major offensive artifact. On the battlefield, it will create a huge vortex of gravity where needed. This sucks enemy troops, missiles, machines, whatever the heck into it. They don't get sucked away to their death like a Black Hole--This works differently. Since so many explosives are also getting sucked into this thing, they'll blast the troops condensed in the middle, so little that gets sucked into this thing will survive. It lasts for five minutes, and usually isn't used around the base... Used once per battle.
Amethyst Shell
This is used after a battle. It can be used for an ally as well, after any of their battles. This revives 5% of the lost troops of the Loaded Shells' choice, assuming they didn't die in the battle. It also revives one machine, although not the uber. So if 50,000 troops die, 2,500 will revive, and then a Blue Shell Blaster or some machine that got VOIPed.
Amber Shell
Hypermode! Eat my Phazon! Er, yeah. This will hyperpower one unit, defense, machine, or anything needed. It can do one Champion at a time, but not the uber war machine. Basically, this makes it go at terrifying speeds, dealing out terrifying amounts of destruction, taking terrifying amounts of damage before dropping, and just being as uber as a non-uber unit can be. It can work for a defense, a war machine, a troop...you name it. If it is destroyed/killed, five minutes later the Amber Shell will hyperpower another.
Jet Shell
As in, jetstone--Not like a fighter jet. (Somebody WOULD get that mixed up.) This halves a hero/Champion's power, or takes one-fourth of it from a Superhero. That means that Bowser's flames would only go half as far and would only be half as powerful. A hero with super speed would lose half of his extra speed. A superhero would lose a fourth of his power. Their defense is the same, but any special powers they have are tuned down.
Pie Shell
Only a true comical genius could have created such an artifact. Shailor found it while moving around in a submarine in the Deep Cheep Trench, when he bumped into it and found pie suddenly appearing and being stuffed into his mouth. It is made of pie, so it's possible to eat this artifact and prevent the Loaded Shells from using it. However, if anyone was to eat it, they would get an acid stomachache that would kill them. Even a hero. So don't eat the Pie Shell. Anyways, this will force-feed two-thousand foes endless amounts of pie, making them fat and sluggish, so they won't be able to run quickly, jump high, or even do their moves quickly. It can also do this to heroes, although they'll likely take much less damage from it. The Pie Shell, basically, prevents some enemy units from doing anything competent or even fly, assuming they can. So be warned...
Cube Bomb
A great weapon for the Mystery Cube. It can hold three at a time, and they're so painfully hard to make that they take forty days each...but trust me, they're worth it. These cubes are the size of four Chain Chomps, and their effect is chosen by the Mystery Cube. When released and blown, it can make a maaaaasive explosion, blast lava around like a volcano, raise the temperature to 220 F, create enough water to make a flood, make an EMP blast that takes no prisoners, make an earthquake, make a blinding flash of light that stays for about five minutes, or create a freeze explosion while dropping the temperature in the area to -50 F. Basically, it can do most of the Cube's attacks, but enhanced. Of course, only one per bomb. And just so ya' know, water boils at around 220 degrees and most things that aren't heavily covered will get frostbite at -50--So most units in a temperature change will die. The Cube will usually fly high above an enemy before dropping one to avoid harm.
More stuff in next post...
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Defenses
Defensive Relays
These are a little hard to describe...think of a tall, three-sided pyramid. Then, put two more just like it although slightly smaller at the tip, so that all of the pyramids touch at the tip. Then, have the top two slowly rotate around the first. That's what a defensive relay looks like. They're about the size of a Chain Chomp in thickness at the bottom...maybe two of them tall. Basically, unless the Defensive Relay Generator exists, these do nothing. If it does exist and works, these Defensive Relays will put up heavy amounts of extra defense for everything identified as friendly from the System HQ. However, each one only has a range on this area of extra defense, spanning 1,500 feet. If two zones overlap, they also grant no extra defensive capabilities. However, the Relays themselves are quite difficult to destroy thanks to their heavy armor, and they grant quite a good bit of extra defense. Unique and helpful defenses.
Position: Around the base, at intervals of 3,000 feet apart.
Explodo Shell Launchers
Hefty turrets that are about the size of three Chain Chomps. These are filled with Explodo Shells--Big Koopa shells that are "Bulging at the seams" with explosives. They naturally do a lot of damage on impact. ES Launchers can lob these over the wall and one-hundred yards away, causing large explosions all around once they really get going. An Explodo Shell can be fired once every seven seconds, a good time considering the large blast.
-Positioning: In a circle around the base, just outside of the wall.
FLAK Turrets
They look typical...but believe me, they aren't. FLAK turrets are anti-aircraft guns that fire salvos of homing missiles. They can rotate in all directions and lock on to anything flying. A salvo can be fired from each turret every five seconds. FLAK turrets are designed to blow out engines, usually taking the enemy targeted out in a few hits, or even only one. Flying troops usually lose their wings or flying devices if hit. They also splatter shrapnel everywhere, which makes it extremely hard to survive in the air if one has targeted something near you. They're somewhat simple-looking, but chew aircraft to pieces.
-Positioning: Mounted on the wall at even intervals.
Lightning Vortexes
These things are strange generators that I suppose look a little bit like jet engines. Each one has a range on which its influence can spread, which covers about one-fourth of the base per Lightning Vortex. Then, by a signal from the System Headquarters, they can nullify electricity, lightning, EMP, or whatever you want to call it. They can do it in a small area, everywhere it can, on just one target, or whatever it needs to. Each one is in a protective metal box bolted to the ground to keep it safe.
-Positioning: At equal intervals one-fourth around the base each.
Nullifier Rays
The turrets known as Nullifier Rays are made simply to do that: Nullify things. These are turrets that can stick in the ground, on the wall sides, or where ever they need to be. Each one can aim in any direction, and will fire out a rapid series of rays with an advanced zoom-up targeting system. Anything not friendly hit by it will lose all of its magical/special abilities for an hour. That means that Wizerds can't use magic, Fire Bros can't breathe fire, and so on. Weapons will still work, but anything using special mind-powers to control things or using magic or powers and whatnot will have its abilities stripped from it for an hour. If the target gets an absolute overkill of rays fired at it/hitting it, it'll lose those abilities for 20 days.
-Positioning: Latched onto the wall at various intervals, pointing both in and outside the base.
Small Shield Dome
A hefty generator in the center of the base creates a huge, yellow, energy shield dome that covers the whole Fort. Poke it all you like, but it'll still be there. This prevents any entrance of projectile or entity on the outside-in, but things fired from the inside can go outside of it to hit whatever's waiting out there. Heavy impact and explosions and attacks against the shield dome will damage the energy shield, but not hurt the generator. After a whole lot of beating and damage, the shield will shut off to prevent the generator from overloading. It takes a day to get it back up if it's forced to shut down. Nonetheless, it's quite helpful and stands up to a lot, covering the whole base until it's forced to shut off. It also prevents teleportation or instantaneously entering the base.
-Positioning: Generator's in the middle, shield encompasses the whole base.
Upgrade->Large Shield Dome
Simply enough, a blue version of the Small Shield Dome that's much more effective. It prevents folks from teleporting/warping/barfing inside the base, save by an identified and previously approved source (Like the Pipe Network). It's much thicker and stands up to a lot more damage--Chances are, you'll be stuck out there trying to break it for a while (As it's a 50-day upgrade from the SSD). A notable difference from the original is that it's more of a sphere--It goes down through the ground, like another dome stuck to the first and pointing downwards. This means that you can't tunnel under it. Once again, it will shut off after immense abuse and take a day to recharge.
-Positioning: Generator's in the middle, shield encompasses the whole base.
Complete Steel Wall
The old wall of the Koopa Bros Fortress. This is what makes the Koopa Bros Fort. The rest of the castle was demolished, but the thick steel wall was repaired and set up again. It's twenty feet high. Turrets can clamp onto the wall for better shots, and troops can stay next to the top while hurling projectiles down. The clasps are designed to attach to the turrets, so if a part of the wall is blown up, the turrets can still fall to the ground, clamp down to it, and continue firing. It adds quite a bit of defense against anything ground or sea-based, and is designed not to hurt the base if a part is blown up. And, of course there are steel gates for troops to get in and out. A hefty defense addition.
-Positioning: Around the whole base.
Upgrade->Complete Titanium Wall
This upgrade massively enhances the defensive capabilities of the old Steel Wall. Not only is it thicker so that a tank can drive along the top, but it's also plated with Titanium instead of Steel now--So you'll have a hard time beating it. (Now why'd you want to do a thang like that, eh?) It's also forty feet tall with the upgrade. There are niches in the walls so that defenses like Sheller Sam Shooters and Solar Towers can sit "Inside" the walls and shoot at enemies, so it also helps out other defenses. The Titanium Wall pretty much doubles the effect of the Steel Wall.
-Positioning: Around the whole base.
Rail Track
A track that goes around on the outside of the Titanium Wall. Railguns can attack to it and zip around on it at top speed, to quickly shoot at whatever the heck they want to. The track is quite durable, and if the wall or a part of it is destroyed, it will disconnect from it and attach to the ground. Admittedly, the ground view gives a little less vantage to Railguns, but it's still helpful.
-Positioning: On the outside of the Titanium Wall.
Sheller Sam Railguns
Fairly basic railguns. They ride around on the Rail Track and fire off Sheller Sams at a high rate. Because they can go on all sides, they can move around on the track rapidly and all fire at the same target as they go by. It only takes about thirty seconds for one to reach the other side of the wall--They're that fast. The Railguns are fairly well-armored, too, and going at a high speed, they can be tough to break. Very helpful, when working in tandem with the Rail Track. Also, if the track breaks, they can drop off, latch onto the ground, and act as ordinary Sheller Sam Shooters.
-Positioning: On the Rail Track, o ye of great intelligence.
Sheller Sam Shooters
An obscenely predictable rip-off of Bullet Bill Blasters, these are in essence the exact same things. Sheller Sams are merely Bullet Bills in shell form, still boasting black paint and the trademark small, random arms. They naturally explode on contact with a target. Sheller Sam Shooters will poke out of holes in the wall or fire over it. Sheller Sams, just like Bullet Bills, home onto an enemy so it is possible for them to go over the wall and then choose their target. Missile-scrambling devises can confuse Sheller Sams, similar to Bullet Bills. Really, there is little to describe about these--Just Bullet Bill Blasters in another form.
Torpedo Ted Launchers
Think of underwater Bullet Bill Blasters...from most respects, Torpedo Ted Launchers are the same things. They are metal boxes on the walls and floor of a body of water with nozzles attached to them. The nozzles will aim around and fire a Torpedo Ted every three seconds. These home and go to their target much faster and do much more damage with a large explosion. If a ship on the surface is hit a few times, it'll almost certainly sink. A great underwater defense.
Firestream Turrets
Typical-looking turrets, the Firestream Turrets each have three long nozzles. These can be rotated in all directions and hights. Out of each nozzle on each turret, a constant stream of fire will spurt out, like a firehose. Since each one has three nozzles, they can cause a lot of damage at once, burning flammable troops and bringing airships down in flames. The firestreams go for extremely long distances, and can usually blast anything in range. They are constantly being pumped while in action, and can fire nonstop.
Missile Scramblers
These are pads on the ground with various metal components on them, covered by a small dome. These will take control of enemy missiles and send them back at the enemy. These will take control of things as small as Bullet Bills to stuff as large as...uh...really really big missiles? Basically, they will turn missiles fired from the enemy back upon them, or in whatever direction the Missile Scrambler chooses, maybe to hit an enemy aircraft. Since there are so many, Missile Scramblers can possess just about any enemy missile on the battlefield. These greatly help the Point Defense System go about its work.
Recon Satellite Launcher
A medium-sized dome with two holes in the top. These holes are where loaded Recon Satellites will stay if they're not going to be launched. Every 8 days, this will make and launch a Recon Satellite. This small, efficient satellite will fly around at very high elevation, looking at all the areas around the base using an advanced telescopic vision system. This gives two days of warning of an approaching enemy whether a satellite is watching the base or not, and sends a constant video image to the base. Recon Satellites can also go on scouting missions. They move as fast as an Aerobomber. It only takes about five artillery shots to blow one down, but the video image it sent it still saved, so the base will know exactly what shot it down. The Launcher can make two reserve Satellites to hold in the top of it if another one is already active. Once one is destroyed, it'll make another reserve. Recon Satellites are very efficient, pesky units that supply information to the base. An upgrade allows six Recon Satellites to be active at once and lets them to go into space.
Upgrade->Super Scan Scopes
A major enhancement for Recon Satellites. This gives 'em loads of new equipment! It mostly follows one major concept, though. First off, they can see through things: For example, underground, in buildings, and through clouds. That means if you were in some kind of smog-covered area, they could see you. If you're underground, they can see you. They can see in buildings, so they know of just about all enemy projects. Their telescopic vision systems are also much more enhanced; they can see for miles in all directions. It's similar in effect to the X-Nauts' X-ray scopes...only more powerful. You can run, but you can't hi--Well, I guess I'd chase you if you ran, so you can't run either. Sucks to be you!
Upgrade->Defense Shield Guns
Uhh...I didn't know what to call 'em. A defensive enhancement for Recon Satellites, and a major one. First, they have radiation shields, flame shields, storm shields, acid shields, that kind of thing--No short-circuiting or frying 'em. It also allows them to go into space and see down on the planet from there. They have laser guns to blast enemy projectiles up at a good distance away, and even small missiles and one Kinectic Orb each, with the appropriate launchers. All of these are used to stop enemy attacks on them. Should they get in a close-up scuffle, a punching glove on a hydraulic stick can pop out and smack folks. They really don't use it for offense--It's to defend and get away. Lastly, Recon Satellites have some evasion skills, being able to quickly dodge to the sides or move away quickly. Also, they're invincibl--I mean, uh, they're, uh...um...BEANS!
Point Defense System
This is a large dome with a high tower sticking out of the top of it. It is loaded with cannons, ammunition, and everything it needs for its job: Protecting the base from long-ranged explosives or attacks. So, if an enemy used an extremely long-ranged missile launcher to fire a missile at the base, ths Point Defense System would shoot a laser to obliterate it before it reached the base. It works in tandem with Recon Satellites--They send all their images straight to the dome/tower. That way, it can know of enemy projectiles in advance and use its computer system to destroy them a long way ahead of time. It is loaded with lasers, missiles, Kinectic Orbs--Everything it needs for the defense. Airships planning to drop a huge bomb on the base from high in the sky will likely have their plan foiled so quickly the bomb will blow up on them. It will also destroy kamikaze attempts without harm. It takes a long time to build, but is so well-designed that it basically never fails. Mainly, this prevents enemies from attacking without ever leaving their base or having to sacrifice troops.
Plant Poison Tower
Ever see those maaaaaasive water towers in the city? This is one of those, and trust me, you'll need a whole army on it to burst it or break it down. This is loaded with little turrets on all sides that shoot streaks of Plant Poison at extremely high speed and range. Thus, it can rapidly fire shots of Plant Poison, killing things all around and causing heavy trouble for invaders since the turrets are on all different sides. Each one shoots once every second. It's also great for enemy war machines, since the shot is so fast that it usually short-circuits them, and the poison is also good for basic troops. Overall, the Plant Poison Tower is another one of those major defenses that foils a lot of attackers.
Solar Towers
You might remember these from the Death Drillers in the first wars. These are small towers, about fifteen feet high. On the top are several rotating disks, which rapidly gather sunlight. Every five seconds, the Solar Tower will release a ray of solar power, which fries troops and machines like an ant under a magnifying glass. It also does light damage to those that are weak to it. Solar Towers are outside the wall, inside the wall, and on top of the wall where they can fire down on troops or up at machines. Effective.
Flame Towers
Very similar to the odd Solar Towers, the Flame Towers will gather heat and launch fireballs at enemies. Flame attacks fired at the base can also be sucked up and absorbed by the Flame Towers. They can even suck up fire out of flame-based enemies nearby. A very helpful defense. (All other towers are in similar locations like Solar Towers.)
Ice Towers
Just take a Fire Tower, and make it for water and ice. It will shoot balls of ice to crack against foes, or a constant stream of icy air to freeze the weak and hurt the strong. It can also suck cold out of ice-based units if it needs to for an extra-large shot, killing two birds with one stone.
Earth Towers
Not much to say, Mr. McGee. Why did I call you that? Dumple does not know! Earth Towers fire boulders and clods of earth at enemies. They have no siphon power, unlike all the other Towers, but are much stronger. If needed, they can send small, invisible jolts along the ground to throw specific enemies to the ground, where they'll be easy targets.
Lightning Towers
Blah blah blah, these shoot bursts of electrons, or Lightning, at foes. Of course, they can also suck negatives out of the air, or enemy electricity flowing around. If a machine is hit by several, it might even shut down.
Dark Towers
GUESS! Yeah, yeah, whatever. These will charge up dark energy and fire heavy blobs of it at enemies, doing dark damage and slowing targets down. If a creature has no dark energy to siphon, they will slowly leech the life out of an enemy for its big burst. Of course, it can charge up normally without it if needed.
Buildings/Assets
Central HQ
One of the biggest, if not the biggest building in the base! It has an interesting design--It looks like a very tall three-sided pyramid, with green-tinted windows on all sides like a business building, and the tinted windows give it an interesting green glow from the lights inside. Looks kind of creepy at night. The Central HQ has a plethora of computers and functions. First, lots of plans are completed and processed in here. Second, signals can be instantly sent out to base defenses, war machines, and such to give them rapid commands and instructions, so it is much easier to defend the base. Third, it can access other computers within two miles of the base to do what it wishes with them, including give them a virus that will permanently shut them down. It has a few other computerized functions, but overall the Central HQ helps in defense and base management.
-Positioning: Right in the middle of the base.
Upgrade->System Headquarters
A major upgrade to the Central HQ. It grants many upgrades: One is a simple armor upgrade to the building. It won't be easy to take down. The second is a large upgrade to the computers; they're much stronger and have more capabilities. For one, they have an instant messaging/email system to allies that helps things get along smoothly. In battles, it can be used to immediately send messages and get help. It can also send messages to troops/war machines; this is a great feature, as it gives them the commands they need and keeps them organized in battles. They can get updated info on other parts of the battles and keep their actions streamlined. On top of all this, the System Headquarters can scramble incoming missiles to send the most complicated of them away from the base. And, finally, the computers cannot be hacked or ruined in any way; you can't mind-control them, give 'em a virus, or any of that. The System Headquarters is a vital upgrade for the base's operations.
-Positioning: Right in the middle of the base.
Civilian House
A pretty simple building. Each Civilian House will safely house 5,000 Civilians and keep them safe from attackers. When the base is attacked, the Civilians will go in the Houses and heavily armored walls will close in on the buildings, which prevent pretty much anything from getting in until they're removed. For the most part, these just prevent Civilians from getting killed or kidnapped.
-Positioning: Several are on the east side of the base.
Machine Factory
An efficient factory, this will chug out a land-based machine every number of days. The number variates based on the machine being built. It is efficient and time-saving. This also contains a garage--Damaged machines can drive in and get repaired in the typical number of days they'd need in the project slots. There are three repair garages. With an upgrade, the factory can work on three machines at a time.
-Positioning: West side of the base.
Hangar
This is almost the same thing as the Machine Factory, only it works with aircraft. Every certain number of days, this will produce some kind of aircraft. For special types that need a smooth surface and/or landing pad to lift off or land, there is a runway and landing pad for those special aircraft. An upgrade lets it work on three at once. This also has a repair garage. In essence, it's the same as the Machine Factory, just with aircraft. There are three repair bays, and with an upgrade it can work on three planes at once.
-Positioning: West side of the base.
Dock
Located next to the Fort and on the lake, this is basically--You guessed it--The Machine Factory for boats and machines related to the ocean. This produces one every certain number of days, based on what is being built. An upgrade lets it do three at the same time. On top of that, boats that need a special place to dock can use this. Naturally, it contains the repair bay for damaged ships.
-Positioning: Next 2 da lake. Shield Dome still encompasses it.
Defense Factory
Yet another factory. This 'un is here for making base defenses! It originally only makes one at a time, but with an upgrade it can work on three at once. It also has three garages to repair damaged/broken/offline defenses. Nothing interesting here...
-Positioning: West side of the base.
Equipment Factory
A large, assembly line-type factory. It's mostly made of conveyor belts and whatnot, but it has a research facility as well. Every twenty days it will produce a new type of weapon or equipment, and the factory section will make an endless supply of the weapons once they're finished. The weapons and equipment are mainly for troops.
-Positioning: West side of the base.
Mecha Pigeon Hatchery
This factory produces one Mecha Pigeon every day. Simple, no? Anyhow, Mecha Pigeons are basically mechanical pigeons that fly around using tiny jet engines and propellers. They all can drop small shell-bombs that will explode on contact with a target or the ground. The explosions are quite large, but the Mecha Pigeons can't hold many individually. Additionally, they have drill beaks which can be used to pierce things owned by enemies and ruin it. They're quite potent. In swarms, Mecha Pigeons are quite dangerous. On the other hand, they don't have an extremely large amount of armor and aren't really long-time battle survivors.
-Positioning: West side of the base.
Quartz-K Generator
This is a basic-looking generator, covered in Sheller Shield Units for protection. It's about the size of a Goomba. Its powers extend to friendly troops and machines anywhere in the area of about five miles. What it does is cure them of non-directly damaging affects. That means that putting some kind of spell on them like poison, slowness, madness, or anything like that won't work because of the Quartz-K Generator. It's quite defensive, and because of the Sheller Shield Units it's covered in, has a lot of defense itself. It's portable, so a machine can hide it in its cargo hold and enemies won't know of its presence.
Obsidian-K Generator
Think of the Quartz-K Generator. This is very similar, and is the exact same except what it does. The Obsidian-K Generator completely eliminates magic in a range of five miles around it. That means that if you stand ten miles away and try to use magic on the base from there, it won't work because the generator is still there to prevent it. This, of course, also affects friendly troops, so if they use magic it also won't work. This generator can also be concealed inside machine cargo holds, and is portable.
Amber-K Generator
Yeah, yeah, same deal as the others. This generator works offensively. Although its range spans only 150 yards, anything not identified friendly will become significantly weaker while in its range. By significantly, I mean very significantly. However, the range isn't the largest, so it's best used to make specific targets like heroes become weaker. This, like the others, can be hidden.
Defensive Relay Generator
Now, this generator is a little different. Simply enough, while it exists, Defensive Relays work. See the defenses section for what Defensive Relays are. While they may take the generator to run, they provide a bulk of extra defense, so it's worth it. Doesn't matter where the generator is, but as long as it works, they'll run. And they power themselves with defense, so they aren't easy to destroy. This generator is hidden because its range is infinite.
-Positioning: Why should I tell you? Somewhere in the base.
Pipe Network
A great, extremely helpful method of transportation for getting to allies. This is a "Network" (More like a triangle) of massive warp pipes. Each ally has a pipe connecting to his two allies' bases. The pipes are big enough to allow through troops, uber war machines...you name it. The pipes have a regenerative feature as well. If you break one, you must break the other two within thirty minutes to completely obliterate the network, or they will regenerate. There are also impenetrable discs that will close off the pipes if an enemy or unknown entity comes near, so only allies can use it or those authorized. The Digger Artillery greatly helped in making this, so it's not something easy to deal with.
-Positioning: Very close to the middle of the base.
Speed Drive
A kind of small but complicated jumble of electronics that goes in the middle of the base. It's contained in a completely random building, so it's not easy to find, and it's practically coated in Sheller Shield Units, so it's extremely hard to break as well. It also only reacts to the Loaded Shells' base. This zips the base over next to an enemy's, or wherever it needs to get to. This makes a shock shield that prevents any damage to the LS base in the process. It can also just move the base somewhere else, allowing for a quick escape. This, unfortunately, will take nearby ("Onboard") enemies with it, so it's not always that great as a defense. Pretty much, it's an offense. It can also move the base so close to an enemy that the base defenses will be used as offenses! This makes for a quick, immediate attack on a foe, and the collision will also cause loads of trouble. It can move the base back in an instant, but one "Round trip" takes twenty days to charge. This is a major offensive weapon for the Loaded Shells. However, it's possible to use it defensively given the right situation: If an enemy is approaching the base and we know about it, the whole battle could possibly be skipped by jetting off somewhere else that they won't know about.
-Positioning: Inside a random building somewhere. More than a little bit tough to find.
Final Shells
The base is rigged with these. These shells, truly, are loaded. The loaded shells of the Loaded Shells. If the base is going down and there's no hope at all...if it's done for...these will be set off. Everything will blow up. Everything. Enemies, allies, anything at the base will be blown up in the awesome explosion. Just about every precaution is taken to make sure that they're only used when needed; laser sensors, DNA, magic jammers, everything. You really can't hack in and set 'em off. The Final Shells will only explode if they have to, basically. Simply enough, they're final.
Lava Flood Equipment
Everything needed to make a lava flood! This includes: Huge, unmeltable corks of all shapes, materials, and sizes to plug holes...Massive canisters and transporters of the lava...Huge walls to divert/guide the lava...Beans. The canisters (Engines and wheels included) will open up and pour it out, and there's really loads of it. The walls can be used to guide the lava along to the chosen place, the corks will plug holes and such to trap foes inside with the lava, and beans are good for eating while watching this go on. A thirty-day project can get more lava again.
Earthquake Charge
A gray, silvery-looking machine that looks a little bit like a space heater. Just set it down, turn it on, and watch it go to work! The Earthquake Charge, true to its name, creates a hefty earthquake where targeted, up to twenty miles away. It can fell buildings and their foundations, hurl troops around like...like...I don't know...and is especially effective against underground enemies, which will likely have tunnels collapse and get rattled around like the little balls in one of those awful noisemakers that little kids always shake incessantly. (Gosh, I can't stand those.) It's just a semi-all-purpose destruction earthquake generator. It takes a thirty-day project to charge it back up again, though.
Feather Fryer
Another random jumble of electronics (This one has a small engine and wheels to get around, it drives remote-control or from a troop). This charges up special radiation. When need be, it will release it all and fill the air everywhere with it. This special radiation combusts upon contact with feathers, setting them on fire and burning the birds or whatever creature happens to have these feathers. It's great and can do heavy damage/kill enemy birds, as unless they don't have feathers, they'll get covered in flames. The range is quite large, but it takes a thirty-day project to charge it up for another blast. It's fairly durable as well, so you won't be breaking it easily.
Storm Generator
Do I even need to say it? It's basically the Earthquake Charge by looks, only painted black. This creates an intense storm up to twenty miles away, which includes fierce winds, Plant Poison (Acid) rain, and dense fog. The storm can last for up to two hours, but it can be shut off if need be. The Generator takes thirty days to charge up another storm if used...It's the bane of aircraft.
Plant Poison
These strong chemicals are designed to foil enemy plants, any troops, and machines. Do NOT forget that they're not just for plants. Upon contact with plants that don't have heavy upgrades and immunities, the Plant Poison will kill them on the spot, or at the very least whither them and make them weak. The other thing Plant Poison is good for is corroding machines. When a war machine is soaked with it, it starts to sort of "Melt" and lose its functions. Its strength goes down, and it'll eventually just shut off. If it's really drenched, it'll even short-circuit. Plant Poison is also pretty caustic, so it's good on ordinary troops as well. Make's 'em sting like crazy. So while Plant Poison would be better named That Stuff That Hurts Your Stuff, it's quite useful.
Ammunition Factory
Not much to it. This factory automatically makes all of the projectiles and ammunition the various things owned by the Loaded Shells will need. Makes an endless supply of all ammunition, so troops and machines never run out.
Resources/Items
Ancient Shell Map
A basic-looking map, this aids in the fishing up of the Ancient Shells. It shows their locations and allows one to be fished up in the span of just fifteen days.
Note about Ancient Shells: They can be used anywhere. If they're at the base, they can still be used for some conflict somewhere else. They can be held at the back of a force and used to cause trouble up front.
Emerald Shell
The first of the many Ancient Shells found in the Deep Cheep Trench, this lasts for one day and then takes one more to recharge. That means it can work every other day--But it's used voluntarily, so it won't always be flipping on and off. The Emerald Shell doubles the range of all friendly ranged attacks. Of course, this only means if an ally is around, but it can target a designated area so that it can aid an ally in their battles without being present. Basically, it can cover as many units as needed as long as they're in one place--It can't affect the Loaded Shells and then an ally if they're somewhere else.
Ruby Shell
This is very similar to the Emerald Shell. It works in the exact same way, besides what it actually does. This Ancient Shell enhances the speed of friendly machines by 1.5, 150%, 3/2, whatever you want to call it. It cannot do this to an uber war machine, however...nonetheless, since the Loaded Shells are machines, machines, and more machines, it's little detriment. It also helps Minimachines.
Topaz Shell
The third Ancient Shell, the Topaz Shell enhances the fire rate of friendly machines, defenses, and units by 1.5. It works in the same way as the Emerald Shell, of course, one day alternatively. That means if Sheller Sam Shooters shoot every three seconds, they'll shoot every two. If Shnipers can load and fire every nine seconds, they can do it every six. Coupled with the Ruby Shell, this has stuff zipping around at top speed.
Sapphire Shell
This, the fourth of the Ancient Shells, works differently than the first three. It doubles all the positive stats of 10,000 units or 10 machines. It can mix that together, taking away 1,000 units and adding a machine as needed, i.e. 4 machines and 6,000 troops. This means the troops and machines will have twice the power, speed, fire rate, range, agility, stamina, etc. If a troop falls in this state, it will take the Sapphire Shell five minutes to replace the powered unit with another. It can work any time, affecting anybody it needs to. It can only power 2,000 uber units, however. 200 ubers then equals one machine. GET IT?
Crystal Shell
A more defensive Ancient Shell, this artifact VOIPS other artifacts! If the Loaded Shells or an ally are in a battle with others, the Crystal Shell can nullify one enemy artifact per enemy or contesting group involved. If an enemy army has only one artifact, its power is halved. The items will go back to normal after the battle/conflict, and the Crystal Shell can be used again. Why, you're shinier than my Crystal Shell, Mr. Crystal Star? VOIP!
Diamond Shell
This is a major offensive artifact. On the battlefield, it will create a huge vortex of gravity where needed. This sucks enemy troops, missiles, machines, whatever the heck into it. They don't get sucked away to their death like a Black Hole--This works differently. Since so many explosives are also getting sucked into this thing, they'll blast the troops condensed in the middle, so little that gets sucked into this thing will survive. It lasts for five minutes, and usually isn't used around the base... Used once per battle.
Amethyst Shell
This is used after a battle. It can be used for an ally as well, after any of their battles. This revives 5% of the lost troops of the Loaded Shells' choice, assuming they didn't die in the battle. It also revives one machine, although not the uber. So if 50,000 troops die, 2,500 will revive, and then a Blue Shell Blaster or some machine that got VOIPed.
Amber Shell
Hypermode! Eat my Phazon! Er, yeah. This will hyperpower one unit, defense, machine, or anything needed. It can do one Champion at a time, but not the uber war machine. Basically, this makes it go at terrifying speeds, dealing out terrifying amounts of destruction, taking terrifying amounts of damage before dropping, and just being as uber as a non-uber unit can be. It can work for a defense, a war machine, a troop...you name it. If it is destroyed/killed, five minutes later the Amber Shell will hyperpower another.
Jet Shell
As in, jetstone--Not like a fighter jet. (Somebody WOULD get that mixed up.) This halves a hero/Champion's power, or takes one-fourth of it from a Superhero. That means that Bowser's flames would only go half as far and would only be half as powerful. A hero with super speed would lose half of his extra speed. A superhero would lose a fourth of his power. Their defense is the same, but any special powers they have are tuned down.
Pie Shell
Only a true comical genius could have created such an artifact. Shailor found it while moving around in a submarine in the Deep Cheep Trench, when he bumped into it and found pie suddenly appearing and being stuffed into his mouth. It is made of pie, so it's possible to eat this artifact and prevent the Loaded Shells from using it. However, if anyone was to eat it, they would get an acid stomachache that would kill them. Even a hero. So don't eat the Pie Shell. Anyways, this will force-feed two-thousand foes endless amounts of pie, making them fat and sluggish, so they won't be able to run quickly, jump high, or even do their moves quickly. It can also do this to heroes, although they'll likely take much less damage from it. The Pie Shell, basically, prevents some enemy units from doing anything competent or even fly, assuming they can. So be warned...
Cube Bomb
A great weapon for the Mystery Cube. It can hold three at a time, and they're so painfully hard to make that they take forty days each...but trust me, they're worth it. These cubes are the size of four Chain Chomps, and their effect is chosen by the Mystery Cube. When released and blown, it can make a maaaaasive explosion, blast lava around like a volcano, raise the temperature to 220 F, create enough water to make a flood, make an EMP blast that takes no prisoners, make an earthquake, make a blinding flash of light that stays for about five minutes, or create a freeze explosion while dropping the temperature in the area to -50 F. Basically, it can do most of the Cube's attacks, but enhanced. Of course, only one per bomb. And just so ya' know, water boils at around 220 degrees and most things that aren't heavily covered will get frostbite at -50--So most units in a temperature change will die. The Cube will usually fly high above an enemy before dropping one to avoid harm.
More stuff in next post...