This is a boss planned as a minimum inclusion.

Change Log

  • Apr 20: updated Machine’s ability logic to be more clear and specific
  • Aug 9: Added VFX Specs

Overview

The Adjective Noun

Found in The Funicular at the edge of The Pit, guarding the exit elevator to The Shunt. Designed and put in place by KDE to “encourage” people to stay in The Pit. It acts as a security gate preventing identified criminals from escaping, whilst destroying ASIMs. Powered by tritanite.

Character Design Requirements

  • Laser machine gun turrets mounted to a big metal bar like a 3D printer.
  • Guns are extremely large. Like, slightly bigger than one cell.
  • Gunmetal black with awesome LEDs and strip lights in various places, glowing bright blue.
  • LEDs change to red while firing.
  • Bursts of steam exit from exhausts after firing to cooldown.
  • Flamethrower turrets pop out of the ground along the edges of the map

Traits

Analytical, authoritarian, arrogant, confident, pragmatic, disciplined, implacable

Gameplay

High health, medium damage, controller/area denial, destroy covers, summons, excel in line attacks, displace opponents, reposition cardinally

Prioritise setting up turrets and using long-range abilities against backline opponents. Constantly reposition to avoid melee threats. If the backline is inaccessible, it focuses on attacking the melee opponents advancing on it while moving to a safer location.

Strengths

  • Excels in Line Attacks
  • Run over covers
  • Area of Effect Denial
  • Mobile (Cardinally)

Weaknesses

  • Diagonals in general (Attack and moving)
  • Susceptible to debuffs
  • Takes time to set up turrets and perform certain attacks
  • Close range enemies

Health

  • 300 health

Movement (IMPORTANT)

The Machine boss’s movement is restricted to a rail that stretches along the top-right row of cells. It is only about to move along that axis, and cannot move perpendicular to it.

Visually, the rail must stretch past the bounds of the grid, such that the poles holding it up lie outside the grid and the machine can move onto every cell in that row. The rail itself does not occupy any cells. Other units can move into Machine’s allowed cells.

Passives

PassiveDescription
Unstoppable FortressCan only move in a single cardinal direction and instantly destroy covers it runs over. Opponents in the way are damaged, slowed and pushed.

Abilities

AbilityDescriptionTarget TypeConditions and DetailsCooldownAttack Type
Heavy RoundsFires a machine guns 4 times. (9 damage)Line- Range is infinite
- Cardinal directions only.
Bullet VFX, Slash SFX
BombshellFires a mortar shot into the air. On next turn end, the projectile lands applying slow to opponents inside. (35 damage)Radius- Target range is infinite.
- AOE radius is a 3x3 square.
1Blunt
FIRE PowerSpawns 3 turrets at the edges of the map — one on each edge that the Machine itself doesn’t travel along.

They should attempt to spawn in positions that would let them hit the most targets with its Torch attack; if that cell isn’t free, pick any empty cell along that line. If there are no positions free on that edge of the map, don’t spawn a turret there at all.
Radius- Infinite Range.
- Only used if there are no turrets on the map.
2N/A
Battling RAMFires a RAM. First, instantly destroys all cover in that line. Then, deals 18 damage to all units and pushes those units back with 18 collision damage. (These effects should all appear to happen simultaneously, but cover should be destroyed first so that players don’t “collide” with cover that isn’t there anymore.)Line- Range Infinite
- Cardinal directions only
- Pierces
- Pushes all units back 3 cells
1Blunt
Polar OppositeGains shield (35 shields) and 1 defence up, and all entities within a 4 cell radius are pushed 4 cells away from the Machine’s edge of the map (bottom left direction) (18 collision damage).Pattern- Applies shield to self
- All units within a 2 cell radius are pushed 4 cells away from the Machine’s edge of the map
2Blunt

Animation

AnimationDescription
IdleThe lights on the machine pulse from dark→light→dark at regular intervals, and it gently sways on its hook. The lights are blue.
Anim 1Used for Heavy Rounds and Battling RAM. The machine charges up briefly, then fires a barrage of bullets. The lights are red throughout this animation. The recoil should slightly rotate the machine backwards on the hook.
Anim 2Used for Bombshell and Polar Opposite. The machine charges up briefly, rotating to point upwards, then fires one large shot. The lights are red throughout this animation. The recoil should launch the machine in the other direction, rotating them backwards on the hook before returning to the idle position.

The firing animation itself fires a bullet in Bombshell while Polar Opposite enables an electric field around the tank after firing.
NOTEFIRE Power does not need an animation, as turrets will simply drop into battle from the sky.

VFX

  • Heavy Rounds: Muzzle Flash (M) (For each shot)
  • Bombshell: Dust and Shockwave + Screenshake (On landing)
  • FIRE Power: Scanning Lines at location of spawn.
  • Battling RAM: Electricity (On RAM) + Shockwave (When deployed).
  • Polar Opposite: Powerup (On self) + Shockwave + Moved / Displaced