Post by X-Naut on Dec 24, 2009 17:39:16 GMT -5
Officers
"Sultan" Abdul-Malik: This bumbling snitchbug was the former military director in the East Kingdom (pretty far from here); but when civil war erupted and the sultan was killed, he and his army were forced to flee. Because he plans to restore order to the kingdom once he establishes a new army, his subjects consider him the new sultan. He wears a turban (his antennae poke out) and carries a machete, a prize he recovered from the sultan's gallery on his way out.
Merchant Karim: Karim is an old friend of Malik and a marketing wizard. A swooping snitchbug with a shimagh, he has taken it upon himself to conduct all shopping matters for the army, as business elsewhere has been terrible. His motto is, "Anything without a shop is nothing!"
"Crazy" Fathi: Fathi is, like Malik, a Bumbling Snitchbug, and another good friend of him. He served as an officer in the sultan's army, leading troops into battle. He is a wonderful coach to his troops, but also has high expectations. In battle he is a maniac, going on a wild massacre at the first sight of blood.
Ordinary Infantry
Volatile Dweevils: Volatile Dweevils are action-bombs with a single purpose: run into something significant and blow up on it. It could be a squad of enemy troops, a War Machine, or your Ammunition Storage. The explosion causes the heaviest damage from any normal troop, but at the cost of the carrier's life. They do run fast, however, and they're nigh impossible to kill without setting off the bomb.
Shearwigs: Flying mandiblards with powerful jaws. Since they can burrow, they're great at ambush attacks, and flying allows them to recover faster; they have poor defense, though.
Brown Pikmin: Brown, burrowing pikmin who, like the Shearwigs, enjoy ambush. They work well as a team, like all pikmin, and are immune to earth-based attacks, like Armored Cannon Beetle rocks. The rocks cause knockback, but not damage.
Upgrade: Adept Earthlings (40 days) Brown Pikmin have become more in tune with the earth, and now they can pass through it like nobody's business. It can practically swim through anything it can burrow through, and can see up to six inches through soil! Very dangerous if you don't make a floor.
Purple Pikmin: Burly, slow moving pikmin who are ten times as heavy and three times as strong as other types. They're slow, but when they attack together it's pretty devastating. They don't have any immunities, but high winds (like the Puffy Blowhog's breath) will not affect them.
Special Subjects
Stalking Desert Scrubs: After gaining a resistance to dehydration, the Creeping Chrysanthemums have become Stalking Desert Scrubs. They function the same way as ordinary Chrysanthemums, except they are immune to desert conditions and have a better bite. Additionally, they greedily absorb water, growing more powerful as a result! However, this also makes them more vulnerable to electricity; they may even explode! (30 day Creeping Chrysanthemum upgrade)
Assassin Snitchbugs: Swooping Snitchbug + 40-day project
Assassin Snitchbugs are a more advanced breed of Snitchbug. In exchange for some defensive, they fly faster, have darker coloration, and have sharp claws that cause serious damage at high speeds. They also have a new ability: while flying quickly, they can dissolve into shadowy wisps (which fade away). Two seconds later, it reforms and zooms back into reality. This make it intangible, but it can only travel about the length of two Red Bulborbs, and cannot pass through walls unless an opening its size is present. The technique has a cooldown time of 7 seconds.
Bumbling Snitchbugs: These are those other annoying bugs; they do the same things as Snitchbugs, but trade speed for power. Thus they can pick up heavier targets and toss them around, and with enough they may even be able to abduct small machines.
Careening Drigibugs: Slow-moving, half-machine insects that fly with party balloons and regurgitate their stomach contents, which never seems to run out. The stuff neatly forms a bomb-rock, which can be thrown at the enemy for heavy damage! It even works well on War Machines!
Fiery Blowhogs: These nasty little swine breath powerful streams of fire, and buck off anything that jumps on them. This makes them well suited to desert combat; heat-exhausted foes will be more vulnerable to fire, and the low humidity and heated air means their fire is stronger!
Gatling Groinks: Mysterious creatures, Gatling Groinks have evolved with mechanical parts. Of these, one is the ability to fire self-produced explosives. They also have a "visor," giving them good protection from the front. You do not want to face them when they have an elevation advantage.
Upgrade: Proper Technique (20 days) After strict training, the Groinks are much better with their projectiles. They have greatly improved accuracy and propel their shots farther.
Elite Royal Guard
Royal Blowhog: (100 days) Bred and trained to be only the best, the Royal Blowhog is not to be underestimated. It's a Puffy Blowhog that's 1.5X the size that has red, yellow, and blue markings, and spikes cover more of its body. Besides being more durable, it possesses the abilities of all other Blowhogs, but better. That's right; fire breath, water breath, and huge gusts of wind with weakening agents! It can carry 30 ordinaries on its back.
Universal Abilities:
Desert Training: (50 days) Long and arduous training in a hostile environment gives the troops a large advantage. They are not only immune to the desert's climate effects, but are also less affected by other environments. They'll travel through swamps faster, will shrug off the cold (desert nights are cold), and will shrug off nightmare-inducing elements, to give some examples.
"Undercover: (30 days) Burrowing troops cannot be detected underground by any sort of machine. However, White Pikmin can still see them, and if they're carrying any equipment, they have to move slowly or their equipment will be detected. More useful on Brown Pikmin and Shearwigs than on Stalking Desert Scrubs.
"Sultan" Abdul-Malik: This bumbling snitchbug was the former military director in the East Kingdom (pretty far from here); but when civil war erupted and the sultan was killed, he and his army were forced to flee. Because he plans to restore order to the kingdom once he establishes a new army, his subjects consider him the new sultan. He wears a turban (his antennae poke out) and carries a machete, a prize he recovered from the sultan's gallery on his way out.
Merchant Karim: Karim is an old friend of Malik and a marketing wizard. A swooping snitchbug with a shimagh, he has taken it upon himself to conduct all shopping matters for the army, as business elsewhere has been terrible. His motto is, "Anything without a shop is nothing!"
"Crazy" Fathi: Fathi is, like Malik, a Bumbling Snitchbug, and another good friend of him. He served as an officer in the sultan's army, leading troops into battle. He is a wonderful coach to his troops, but also has high expectations. In battle he is a maniac, going on a wild massacre at the first sight of blood.
Ordinary Infantry
Volatile Dweevils: Volatile Dweevils are action-bombs with a single purpose: run into something significant and blow up on it. It could be a squad of enemy troops, a War Machine, or your Ammunition Storage. The explosion causes the heaviest damage from any normal troop, but at the cost of the carrier's life. They do run fast, however, and they're nigh impossible to kill without setting off the bomb.
Shearwigs: Flying mandiblards with powerful jaws. Since they can burrow, they're great at ambush attacks, and flying allows them to recover faster; they have poor defense, though.
Brown Pikmin: Brown, burrowing pikmin who, like the Shearwigs, enjoy ambush. They work well as a team, like all pikmin, and are immune to earth-based attacks, like Armored Cannon Beetle rocks. The rocks cause knockback, but not damage.
Upgrade: Adept Earthlings (40 days) Brown Pikmin have become more in tune with the earth, and now they can pass through it like nobody's business. It can practically swim through anything it can burrow through, and can see up to six inches through soil! Very dangerous if you don't make a floor.
Purple Pikmin: Burly, slow moving pikmin who are ten times as heavy and three times as strong as other types. They're slow, but when they attack together it's pretty devastating. They don't have any immunities, but high winds (like the Puffy Blowhog's breath) will not affect them.
Special Subjects
Stalking Desert Scrubs: After gaining a resistance to dehydration, the Creeping Chrysanthemums have become Stalking Desert Scrubs. They function the same way as ordinary Chrysanthemums, except they are immune to desert conditions and have a better bite. Additionally, they greedily absorb water, growing more powerful as a result! However, this also makes them more vulnerable to electricity; they may even explode! (30 day Creeping Chrysanthemum upgrade)
Assassin Snitchbugs: Swooping Snitchbug + 40-day project
Assassin Snitchbugs are a more advanced breed of Snitchbug. In exchange for some defensive, they fly faster, have darker coloration, and have sharp claws that cause serious damage at high speeds. They also have a new ability: while flying quickly, they can dissolve into shadowy wisps (which fade away). Two seconds later, it reforms and zooms back into reality. This make it intangible, but it can only travel about the length of two Red Bulborbs, and cannot pass through walls unless an opening its size is present. The technique has a cooldown time of 7 seconds.
Bumbling Snitchbugs: These are those other annoying bugs; they do the same things as Snitchbugs, but trade speed for power. Thus they can pick up heavier targets and toss them around, and with enough they may even be able to abduct small machines.
Careening Drigibugs: Slow-moving, half-machine insects that fly with party balloons and regurgitate their stomach contents, which never seems to run out. The stuff neatly forms a bomb-rock, which can be thrown at the enemy for heavy damage! It even works well on War Machines!
Fiery Blowhogs: These nasty little swine breath powerful streams of fire, and buck off anything that jumps on them. This makes them well suited to desert combat; heat-exhausted foes will be more vulnerable to fire, and the low humidity and heated air means their fire is stronger!
Gatling Groinks: Mysterious creatures, Gatling Groinks have evolved with mechanical parts. Of these, one is the ability to fire self-produced explosives. They also have a "visor," giving them good protection from the front. You do not want to face them when they have an elevation advantage.
Upgrade: Proper Technique (20 days) After strict training, the Groinks are much better with their projectiles. They have greatly improved accuracy and propel their shots farther.
Elite Royal Guard
Royal Blowhog: (100 days) Bred and trained to be only the best, the Royal Blowhog is not to be underestimated. It's a Puffy Blowhog that's 1.5X the size that has red, yellow, and blue markings, and spikes cover more of its body. Besides being more durable, it possesses the abilities of all other Blowhogs, but better. That's right; fire breath, water breath, and huge gusts of wind with weakening agents! It can carry 30 ordinaries on its back.
Universal Abilities:
Desert Training: (50 days) Long and arduous training in a hostile environment gives the troops a large advantage. They are not only immune to the desert's climate effects, but are also less affected by other environments. They'll travel through swamps faster, will shrug off the cold (desert nights are cold), and will shrug off nightmare-inducing elements, to give some examples.
"Undercover: (30 days) Burrowing troops cannot be detected underground by any sort of machine. However, White Pikmin can still see them, and if they're carrying any equipment, they have to move slowly or their equipment will be detected. More useful on Brown Pikmin and Shearwigs than on Stalking Desert Scrubs.