Process Upgrades: 16
Sig Pool: 620 Used / 700 Max
Sig Caps: 140 (210) / 25
Broadside.EXE
(80/700)
Towering Guard : (Cost: 80 + 40 Nerf Cap) (Block up to 6 Attacks/Hits, Side Effect: Slow, 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).
(160/700)
Aegis Defense EX : (Cost: 80) (Passive: 20 HP Barrier)
- Description: Over time, the source of Broadside's Aegis Defense has subtly rewitten the code that drives it. The result, as far as anyone was able to tell, was an entirely automated barrier system that pulse-gereated defensive energy fields every few seconds. The new defensive aparatus also had the observed ability to project barriers onto multiple targets at the same time. As before, even Jared is unable to tell what exactly powers this effect, or what even programmed it in the first place.
(240/700)
Type-B Armored Casing : (Cost: 100) (Passive: 25 HP Casing)
- Description: Encases Broadside within a layer of "Bio-Metal" armor, as Jared calls it. Contrary to the name, the armor is simply laced with nanotech mimicing self-repair subroutines, as there is nothing even vaguely biological about it.
(380/700)
Missile Barrage L : (Cost: 120 + 40 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.
(500/700)
Missile Barrage R : (Cost: 120 + 40 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.
(620/700)
Bunker Buster MK-II : (Cost: 120 + 40 Nerf Cap) (120 Elec + Large Area Magnet Terrain Change, Side Effect: Slow, 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 in an underground plasma explosion that forces everything within the blast zone that was below ground to the surface while inflicting heavy damage. The panels above the affected area become irradiated, and change to Magnetic Panels.
- Note : Bunker Buster deals a fixed ammount of 50 Elec damage to everything underground within the terrain change area at the time of the terrain change, no exceptions.
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Ro.SP
(700/700)
Type-E Riot Shield : (Cost: 80) (Passive: 1-Hit Shield)
- Description: This is the signature manifestation of Ro's Riot Shield, which is usually lashed to his left arm. It allows Ro to defend against 1 non-Break attack each turn with the electromagnetic field generator built into his shield. After taking a hit, the field generator takes a little time to cycle back up and produce another defensive field. Without this field, the shield would likely be unable to stop most forms of attack.