This is a boss planned as a minimum inclusion.
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
Passives
| Passive | Description |
|---|---|
| Unstoppable Fortress | Can only move in a single cardinal direction and instantly destroy covers it runs over. Opponents in the way are damaged, slowed and pushed. |
Abilities
| Ability | Description | Target Type | Conditions and Details | Cooldown |
|---|---|---|---|---|
| Heavy Rounds | Fires a machine guns 4 times. (9 damage) | Line | - Range is infinite - Cardinal directions only. | |
| Bombshell | Fires a mortar shot into the air. On next turn end, the projectile lands applying slow to opponents inside. (35 damage) | Line | - Range is infinite - Damage range is 2 cells | 1 |
| FIRE Power | Spawns 3 turrets at the edges of the map. | Radius | - Infinite Range. - Spawn at lines with most opponents. | 2 |
| Battling RAM | Fires a RAM. First, instantly destroys cover. Then, deals 18 damage to all opponents and pushes those opponents 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 - Pushes opponents back 3 cells unless they hit a cover or unit. | 1 |
| Polar Opposite | Cast an electric shield around itself. Gains shield (35 shields) and 1 defence up, and pushes opponents away 4 cells in a 2 cell range (18 collision damage). | Range | - Shield itself - Push cell range is 2 cells | 2 |
Animation
| Animation | Description |
|---|---|
| Idle | The lights on the machine pulse from dark→light→dark at regular intervals, and it gently sways on its hook. The lights are blue. |
| Anim 1 | Used 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 2 | Used 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. |
| NOTE | FIRE Power does not need an animation, as turrets will simply drop into battle from the sky. |
