Opt Clause Removal

Simple change: all optional clauses have been removed.

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Level: 14
Process Upgrades: 14
Sig Pool: 620 Used / 620 Max
Sig Caps: 140 (210) / 25


(120/620)

Towering Guard : (Cost: 120) (Block up to 6 Attacks/Hits, 3 TCD)
- Description: Broadside utilizes his massive Tower Shield to attempt to block incoming attacks. The shield is brought into the line of an incoming attack, the extension plates are deployed, and the shield is magnetically charged to help repel the attack, providing a solid wall of defense that will hopefully deflect an incoming blow. Broadside can charge the shield with up to 4 Magnetic Charges at one time (without an NCP boost), with 1 turn of cooldown added for each additional charge given to the shield. Cooldown begins when the Tower Shield is hit enough times to expend all of the charges, which also causes the shield to move back to its storage position.

- Note : Towering Guard can only defend attacks from one direction at a time. If attacks come from 2 separate, and widely diverging directions at the same exact time, one is guaranteed to hit. The Tower Shield, when deployed, also hampers some of Broadside's other Sig Attacks, as well as his ability to use his right arm for Throwing and Melee attacks (because the shield is in the way).


(240/620)

Aegis Defense : (Cost: 120) (120 HP Barrier, 3 TCD)
- Description: Generates a defensive field of energy around Broadside's massive chassis. The source of this ability is unknown, however.


(360/620)

Missile Barrage L : (Cost: 120 + 60 Nerf Cap) (5 Elec x 20 Missiles + Homing Attack + Seeking, Side Effect: Slow, 4 TCD)
- Description: Broadside opens the bay doors for the Missile Battery in his left torso, locks on, and fires a cloud of long-range smart missiles that see right through Invis and Dropdown, and are immune to Blinding effects. Dodging this attack is more than merely difficult, it's nearly impossible, as the missiles will turn around to come after the target, and are relentless in their pursuit. All else failing, the missiles have a proximity detonator, and will fire their warhead at the target around a corner if necessary. The warheads can also be modified to pierce armor before exploding.


(480/620)

Missile Barrage R : (Cost: 120 + 60 Nerf Cap) (5 Elec x 20 Missiles + Homing Attack + Seeking, Side Effect: Slow, 4 TCD)
- Description: Broadside opens the bay doors for the Missile Battery in his right torso, locks on, and fires a cloud of long-range smart missiles that see right through Invis and Dropdown, and are immune to Blinding effects. Dodging this attack is more than merely difficult, it's nearly impossible, as the missiles will turn around to come after the target, and are relentless in their pursuit. All else failing, the missiles have a proximity detonator, and will fire their warhead at the target around a corner if necessary. The warheads can also be modified to pierce armor before exploding.


(620/620)

Bunker Buster : (Cost: 140 + 20 Nerf Cap) (100 Elec + Large Area Terrain Break, 4 TCD)
- Description: Broadside brings his weapon arm to bear, and deploys the split barreled rail driver. The driver charges, then launches a single howitzer shell with a smart warhead. The warhead detonates when the shell impacts a target, object, or the ground, or detonates if it reaches the preset distance stored in memory. Upon detonation, a secondary warhead is fired into the ground. This secondary warhead burrows deep underground, then detonates, causing a large area of terrain to heave upwards a couple of feet before the entire affected area plummets into a massive sinkhole, taking everything sitting upon it with it. This effect deals damage to everything burrowed or submerged in the target area.

- Note : Broadside must be grounded and braced before attacking with this signature. It cannot be fired while moving at this time. This signature only functions in Mecha form.
*burns the witch*
*sees approval written in the ashes*