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Post by Omegarex24 on Jul 2, 2007 23:46:15 GMT -5
Name: Riptide Height: 120 meters Length: N/A (Humanoid stance) Mass: 120,000 tons Description: Original done by Draco Starcloud. Edits by Inferno Rodan and myself. Offensive Abilities1. Super NOVA Cannon- A beam of brilliant blue plasma energy fired from Riptide's mouth. Roughly the power of Heisei Mechagodzilla's Megabuster Ray. No charge time is required to fire this weapon, although it can be charged for additional power. The beam is also very hot, reaching temperatures of 1050o Celsius. 2. Omega ANEC IIIs- The cannons mounted on Riptide's shoulders fire beams of emerald green thermonuclear energy roughly equivalent in power to Heisei Godzilla's regular beam weapon, but also possesed of great kinetic force, similar to GFW Godzilla's beam.. Requires 3 seconds of charge time, and the cannons can contract and fold back along Riptide's back when not in use. 3. Electroshock Anchors- Titanium cables tipped with an NXT coated harpoon. Has medium range and can pump 1.5 million volts into the target, as well as retract for later use. Comes with a built in surge portector to prevent energy backflow. 4. Missiles- Average strength missiles fired from ports around Riptide's central crystal. These missiles have medium range and excellent homing capabilities and can be fired in bursts of eight. Comparable in power to Kiryu’s missiles. 5. Plasma Cutters- The bladed units on Riptide's arms can produce an emerald green blade of plasma energy between them. Comparable to Destroyah's laser horn. As it is made of plasma, it also cauterizes wounds, thus hampering, or even outright preventing regeneration. 6. Delta Blades- the focusing arrays on the Plasma Cutters can slide together and form a single bladed unit that is slightly weaker than in terms of cutting power than the Plasma Cutters, but it does not cauterize wounds like the Plasma Cutters. The blades are composed of the same alloy as Riptide’s armor, and are also coated with a thin NXT sheath. 7. Corona-Eclipse Overdrive Cannon- Riptide's ultimate weapon and finisher attack, the CEOC is fired from the chest panel. the panel itself splits into four sections and opens up, similar to how Kiryu's chest would open for the Absolute Zero Cannon. The area is tied directly to the reactors, and immediately upon activation, the power-up sequence begins. It takes roughly 15 seconds to charge the weapon, during which time Riptide suffers from a steady decline in power output and combat effectiveness, to a maximum of 75% loss in power and combat effectiveness. Moments before firing, Riptide braces itself as best as possible, using a footlock system similar to Guylos Industries' Berserk Fuhrer (the footlock system does not activate unless the CEOC is being fired). Once fully charged, the CEOC unleashes a massive stream of super concentrated thermonuclear energy in a straight line ahead. It is similar in appearance to Gamera's Mana Beam, and most everything in it's path is vaporized during the weapon's firing. The beam also generates a powerful concussive shockwave that spreads out from the beam itself, which can knock all but the heaviest monsters back if they happen to be too close. The beam lasts for approximately six seconds before dissipating. After firing, Riptide is incapable of using any of it's weapons, and all but basic movement and subsonic flight. Because of the lengthy charge time and the weapon's drain on the reactors, Riptide uses it very rarely, usually against heavily armored foes or relatively stationary targets. Defensive Abilities1. Barrier Fields- Riptide has a Barrier Field generator in the crystals on both the left and right arm wrist units. Each field is approximately 50 meters in diameter, and can block any attack, physical or otherwise. However, the fields must be re-activated for each use (which takes no time at all), and continuous bombardment can eventually “break” them, causing them to shut down for a few seconds to recharge. The field is invisible when active, save for a faint shimmering in the air. When it is struck by an attack, it flashes briefly, and leaves a ripple in the air behind it. 2. NXT Synthetic Neo-Diamond Hybrid Armor- Based off the old Mechagodzilla II design, this version uses a thicker chain of carbon atoms for enhanced toughness and durability. The outer sheath covers Riptide entirely. Everything from the wings, to the guns, to the bottoms of his feet, with a liquid crystal variant that is applied near the joints, is covered with this compound. The armor is harder, denser, and more durable than regular diamonds, and cuts the power of slashing and blunt trauma by 85%, and also reduces the power of vibro weapon technology (such as a Prog Knife) by 45%. The armor is capable of enduring sustained temperatures of up to 277,760o Celsius (500,000o Fahrenheit) before melting, and can absorb and convert the heat energy, as well as the energy from electrical energy and plasma based attacks as well. It also reduces the power of mystical/magical energy based attacks by 10%. 3. TiTun1 Armor Plating- The armor plating beneath Riptide’s NXT sheath, as well as his endoskeletal armor, is composed of a Titanium Tungsten alloy that is both lightweight and durable, accounting for Riptide’s relatively low body mass. The armor plating is comparable to Mechagodzilla II’s (which took many Spiral Rays to even set it on fire, but still failed to completely destroy it), and can take massive amounts of punishment. It also has a 5000 degree melting point. 4. Mobility- Riptide is capable of flying at Mach 3 in battle, and he can use his booster engines to execute quick strikes on a foe and hover rapidly around the battlefield. The level of maneuverability is comparable to an AC Gundam, but scaled up to kaiju class sizes. Weaknesses: Freezer based attacks, such as the Super X3's freezer maser, or Barugon's Ice Mist, are harmful to Darktide, not because of damage, but because they cause a severe drop in power levels for several seconds. Additionally, the NXT outer layer can be easily breached with a powerful piercing strike, such as Kiryu's drill, or Neo-Spacegodzilla's Crystal Missiles.
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Post by Omegarex24 on Jul 2, 2007 23:47:19 GMT -5
Name: Magmire Height: 100 meters Length: 180 meters Mass: 95,000 tons Description Magmire's components generally consist of lava, rock, diamonds tainted with sulfur, and a bacteria core. The outer portions of his body, the "skin" for lack of a better term, is composed of igneous and basalt rocks, with bits of other substances such as granite thrown in there as well. Beneath that and oozing through the "skin" occasionally, is molten rock. Magmire's skeletal system is made of a super-dense, diamond-like crystal, forged in the intense heat and pressure of his own body, and the dorsal spines and other crystal projections are composed of this same substance. The bacteria core is a sphere of bacteria, roughly the size of Godzilla's heart. This core controls all functions for Magmire, and is protected by another layer of crystals. Offensive Abilities1. Inferno Overload Beam- Magmire's primary ranged weapon is a beam of intense heat that he can fire from his mouth. The temperature of the weapon easily exceeds 1700 o Celsius and is more than capable of burning even thick-skinned monsters like Godzilla. It takes a few seconds to charge the beam, during which time Magmire's dorsal spines superheat and his internal temperature rises to around 1500 o Celsius. The beam lacks the pushing and explosive force of some weapons. However, the sheer heat of the weapon makes up for it. 2. Fireballs- Magmire can release a rapid-fire volley of explosive fireballs from his mouth. These are only of average strength, comparable to a powerful missile, and can be released at any time. Their relative weakness is made up for by the sheer number that he can unleash, although it is primarily used as a distraction weapon. 3. Geothermal Attacks- Earthquakes- Magmire can generate powerful earthquakes in a localized area, which can destabilize the ground under foes, causing their shots to go wild, or open up fissures to drop opponents into. Eruption- Magmire can also create powerful, localized eruptions, which bath opponents in hot lava. 4. Heat Pulse- Similar to Heisei Godzilla's Nuclear Pulse in terms of range, but more like the effects of Godzilla 2000's pulse. Magmire creates a great deal of heat and pressure inside himself and releases it outwards in a blast that can vaporize most structures and things like vines and tentacles (assuming they haven't been burnt already) that surround him, but it will only severely burn and throw back kaiju. While charging the pulse, his dorsal spine and body superheat to 1700 o Celsius. 5. Heat Touch- Magmire's mere touch exudes 1500 o Celsius heat and can burn opponent's severely. 6. Blades- All of Magmire's dorsal spines and the blades on his forearms are composed of a super-dense, diamond-like crystal and are very sharp, like GxM Godzilla's dorsal spines. Defensive Abilities1. Lava Blood- Magmire's blood is actually lava, but considerably hotter than normal lava, with a temperature around 1500[sip]o[/sup] Celsius. 2. DNA Absorb/Copy- Magmire, like Orga, is capable of copying some of the physical traits of his foes by absorbing portions of their DNA. Magmire must have sustained contact of no less than five seconds in order to absorb some DNA fragments. These fragments create temporary changes to his physical structure, such as adding wings, horns, spines, etc, based on the appearance of his opponent. The new additions are composed out of rock and crystals like the rest of his body. The changes are not permanent, and usually recede after the battle. The only exception to this is the DNA Magmire absorbs is similar to the Godzilla DNA in his core. For example, if Magmire were to fight Megaguirus, and absorb a sample of her DNA, he might sprout wings (although he cannot fly with them), a crystal stinger, and spiky skin. After the battle, he will return to his original state. But, if he fights a Godzilla-like creature, such as Spacegodzilla, he might grow massive shoulder crystals, and crystal spurs on his tail. However, the changes may very well be permanent, as the DNA of Spacegodzilla is quite similar to Godzilla's. Magmire cannot acquire special weapons and non-physical attributes in this fashion. He cannot drain energy through his newly acquired stinger in a fight with Megaguirus, nor can he shoot a Corona Beam in a fight with Spacegodzilla. 3. Burrowing- Magmire can drop himself into a fissure that he creates and travel underground to attack opponents. 4. Resistances/Immunities- Magmire, being a creature of pure and immense heat, takes no damage from heat based attacks. Godzilla's beam, for example, might blow a chunk off his shoulder, but Magmire suffers no adverse damage from the attack. Magmire's core also feeds off of radiation, as well as various chemicals, so attacks that use radiation to poison a foe cannot harm him. Also, because of the intense heat he generates, Magmire is immune to poisons and viruses, as well as most diseases. The heat tends to denature the proteins and DNA in such things, rendering them useless. This also means that Magmire isn't affected quite as long by acid attacks as others, because the heat vaporizes the acid relatively quickly. Because of the way that Magmire's bacteria core works, it is impossible to use mental attacks against him. The core is a colony organism, with a hive mind. Each component of the core has complete and total control over every aspect of Magmire's body, although only a few work on any particular part at once. Because of this, attempts at reading minds and using mental suggestion may be able to affect a few single units of the core, but the rest of the core can override these impulses. However, a particularly strong or talented telepath might still be able to induce hallucinations, false memories, etc. Finally, because Magmire lacks a true nervous system (all damage is detected by the core via limited telepathic abilities), he does not feel pain like a normal monster. Because of this, foes that rely on causing pain to weaken their opponents cannot slow down Magmire. 5. Physical Structure- Magmire's physical makeup is a defensive ability in and of itself. His outer layer of "skin" is composed of igneous and basaly rocks, with things like granite thrown in occasionally. Although it is fragmented in its coverage of his body, the outer layer is very tough and can take a moderate amount of punishment, both physical and energetic, before breaking. Much of Magmire's interior is formed completely of molten rock (see the Lava Blood ability for details), which, though liquid, is still fairly dense and difficult to penetrate. Finally, Magmire's skeletal system is composed of a diamond-like substance that is harder. denser, and stronger than normal diamonds, comparable to Riptide's NXT sheath. Magmire's skeleton resembles that of Godzilla's with fortified ribs, and an extra layer of crystals, albeit slightly porous, around the bacteria core. 6. Regeneration- Magmire, being composed of rock and crystals, can easily regenerate damage by simply absorbing the earth under hsi feet into hsi body. He can repair damage to any wound like this within seconds. This ability is about on par with Biollante's in terms of speed. WeaknessesMagmire is extremely weak against freezer attacks of any kind, as they cause an extreme drop in temperature, something that is potentially fatal to the bacteria core controlling his body. Also, Magmire's bacteria core is a weakness, but of a different sort. If it is damaged, Magmire shuts down in order to regenerate the damage. This regenerative ability is slower than his normal one, slightly less powerful than Heisei Godzilla's, in terms of speed.
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Post by Omegarex24 on Jul 2, 2007 23:50:18 GMT -5
Name: Carcharius Stats: Height: 90 meters (not including fins) Length: 120 meters Weight: 55,000 tons Swim Speed: 40 knots Description: The fin over the hips is a little larger though. Done by Biochemitra Offensive Powers1. Claws- Carcharius' hands have large, hooked talons, ideal for shredding flesh and armor. They can easily rend steel and titanium in their grip. 2. Jaws- Like a true shark, Carcharius has impressive bite strength, enough to crush titanium, and can hyperextend his jaws to engulf things that are a bit bigger than what he'd normally chow down on. He has three rows of fangs. 3. Fin Blades- Each of the fins on Carcharius' back, arms, and tail have sharp bones supporting them, and thus are ideal for slashing and cutting. It should be noted that Carcharius can use these just as effectively as his claws, but the wounds they generate are clean, rather than ragged. 4. Anti-Coagulant Bite- Carcharius' most lethal ability. He can secrete a powerful anti-coagulant through his bite, causing the wound to bleed profusely for two minutes. This is strong enough to counteract even the most powerful forms of regeneration. But it does have it's limitations. It can affect most creatures, even those with a non-hemoglobin base for their blood. However, monsters that have blood substitutes such as acid, lava, or sap, are not affected by this. Machines and most cyborgs are also unaffected by this ability. It takes 15 seconds for the glands to refill before he can use the anti-coagulant again. 5. Super Strength- Despite his rather thin appearance, Carcharius is very strong, capable of shoving opponents more than double his weight around. This strength also translates into his jaws and other muscles. 6. Blood Frenzy- When his foe has lost a significant amount of blood, usually through his anti-coagulant bite, Carcharius enters a state known as Blood Frenzy, in which his strength increases by 50%, he becomes immune to all pain, and will press the assault regardless of damage to him, until he is forced into submission or killed, usually the latter. Defensive Abilities 1. Armor Skin- Carcharius has thick skin, similar to Godzilla Heisei's. Additionally, it is coated with the same teeth-like protrusions called denticles that coat the skin of normal sharks, although to a much greater degree. This allows Carcharius to cause bleeding in foes by simply being in contact with them for short periods of time. 2. Amphibian- Carcharius can survive indefinitely on either land or water, but prefers to avoid being in places devoid of a sufficient water source, such as the desert. 3. Keen Scent- Carcharius has a keen sense of smell, and can also detect electromagnetic fields. 4. Resistances and Immunities- Carcharius is immune to the effects of radiation. Carcharius has been engineered so that he is immune to the effects of all known Earth poisons and diseases, be they natural or engineered. This ability also translates over to alien biological weapons, although to a much lesser extent. Because of his relatively simple brain, Carcharius is hard to effect with mind reading and mental attack/suggestion abilities. 5. Regeneration- Carcharius, being partially composed of Oblivion DNA, has regeneration slightly above Heisei Godzilla's. Weaknesses: Carcharius tends to do poorly in dry environments such as deserts.
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Post by Omegarex24 on Jul 2, 2007 23:52:58 GMT -5
Name: Darktide Height: 120 meters Length: N/A Mass: 125,000 tons Description by Draco Starcloud with minor edit by me Offensive Abilities1. Hyper NOVA Cannon- A beam of concentrated plasma energy that is fired from Darktide’s mouth. The beam is about 50% more powerful than Heisei Mechagodzilla’s Megabuster Ray. It is possessed of moderate explosive/kinetic force, but has a temperature of 1100 o Celsius. The beam has a negligible charge time, but can be charged longer for additional power. The beam is a crimson color, with smaller, orange spirals. 2. Ion Linear Cannon- A charged particle weapon mounted on Darktide’s right shoulder. This massive weapon takes three seconds to fully charged, during which time, charged particles are drawn in through the intake vents on either side of the “core” crystal. Upon firing, the weapon emits a stream of compressed charged particles at high speeds. Due to its nature as a particle weapon, most kinds of armor cannot absorb it. The beam is essentially composed of super-charged subatomic particles fired at high speeds, resulting in a powerful impact. The ILC is almost all penetrative force, with little, if any, explosive potential behind it, and it emits almost no heat. The beam can punch through all but the toughest of armors with ease, and most kinds of energy shielding, psychokinetic or otherwise, cannot stand up to it. The beam is a brilliant blue and purple in color. It can also rapidly fire spheres of charged particles at a foe, at 60 rounds per minute. These have only moderate power and lack the penetrating force of the beam version. This attack, like the beam function, generates a physical impact, rather than an energy based one. 3. Impact Cannons- Mounted on Darktide's left arm is a powerful railgun-type weapon. It uses depleted uranium slugs, each approximately 1.5 meters in length, and tipped with a low-yield micronuclear warhead. The warhead, and the high velocities at which the projectile is fired (at speeds rapidly approaching Mach 40), results in a powerful impact. The initial shot is capable of piercing most any kind of armor. However, the resulting explosion, in which all the force is directed towards the point of impact, is capable of sending a 60,000+ ton kaiju reeling. A single, direct impact is capable of sending a 60,000+ ton kaiju reeling. A double direct imapct is capable of flooring most monsters. Kaiju with frail bodies such as Mothra or Kamacuras are going to find their guts spread out over a wide area, as the Impact Cannons tend to leave a big mess in their wake. Because the weapon fires its projectiles at such high speeds, even agile foes like Megaguirus would be hard pressed to avoid being hit by it. It does have some drawbacks though. The cannons cannot be fired at ranges closer than 20 meters, as the resulting kinetic shockwaves could rip the arm apart. Additionally, the weapon requires six seconds to build a magnetic charge to fire each shell, although both barrels can be charged simultaneously. Finally, the weapon generates a great deal of recoil. While this does not affect the trajetory of a single shot, a second shot fired even mere microseconds after the first can be thrown off course. This means that Darktide oftentimes requires his right arm to be free to help stabilize the cannon to prevent this, although he can still fire it without the use of his right arm. The cannon also only carries 10 shells, and after that, becomes useless for ranged attacks. Additionally, the cannon is very heavy and durable, making it hard to totally destroy, and it makes a great makeshift melee weapon as well. 4. Plasma Cutter/Delta Blades- Darktide's right am has a rebuilt version of Riptide's wrist units. Darktide can project a green plasma blade from the unit on his right wrist. The blade has a cutting power comparable to Destroyah's Laser Horn, and also cauterizes wounds, hampering, or even outright negating, regenerative abilities. The blade-like portions of Darktide's wrist unit is not only the focusing array for the Plasma Cutter (the blades slide back some on the wrist unit when the Plasma Cutter is engaged), but is also incredibly sharp and make excellent melee weapon. When in use, the Delta Blade slide forward along the wirst unit and come together over the portion that projects the Plasma Cutter. While not as strong as the Plasma Cutter, it does not cauterize the wounds, ideal for fighting monster that lack regeneration as the wounds would keep bleeding, or for circumventing energy absorbant/resistant armor. The blades themselves are composed of the same alloy as Darktide's armor, and are also coated with a thin NXT sheath. 5. Corona-Eclipse Overdrive Cannon- Darktide's ulitmate weapon and finisher attack, the CEOC is fired from the chest panel. The weapon utilizes power, not only from Darktide's reactors, but from the particle intake vents located on the sides of the central crystal. Because of this, the charge time, while still requiring 15 seconds, no onger requires the chest panel to be opened, as the particle intake vents also double as thermal exhaust vents. Darktide still suffers a steady loss of combat effectiveness while the weapon is charging, to a maximum of 60%, and a footlock system must still be engaged to protect the machine from the recoil. Once fully charged, the CEOC unleashes a massive stream of superconcentrated thermonuclear energy in a straight line ahead. It is similar in appearance to Gamera's Mana Beam, and most everything in it's path is vaporized during the weapon's firing. The beam also generates a powerful concussive shockwave that spreads out from the beam itself, which can knock all but the heaviest monsters back if they happen to be too close. The beam lasts for approximately six seconds before dissipating. After firing, Darktide is incapable of using any of it's weapons, and all but basic movement and subsonic flight. Because of the lengthy charge time and the weapon's drain on the reactors, Darktide uses it very rarely, usually against heavily armored foes or relatively stationary targets. Defensive Abilities1. Right Arm Barrier Field- Mounted on Darktide's right arm, in the wrist unit, is a crystal focusing unit designed to project a powerful Barrier Field, which is is approximately 50 meters in diameter, and can block any attack, physical or otherwise. However, the field must be re-activated for each use (which takes no time at all), and continuous bombardment can eventually “break” it, causing it to shut down for a few seconds to recharge. The field is invisible when active, save for a faint shimmering in the air. When it is struck by an attack, it flashes briefly, and leaves a ripple in the air behind it. 2. NXT Synthetic Neo-Diamond Hybrid Armor- Based off the old Mechagodzilla II design, this version uses a thicker chain of carbon atoms for enhanced toughness and durability. The outer sheath covers Darktide entirely. Everything from the wings, to the guns, to the bottoms of his feet, with a liquid crystal variant that is applied near the joints, is covered with this compound. The armor is harder, denser, and more durable than regular diamonds, and cuts the power of slashing and blunt trauma by 85%, and also reduces the power of vibro weapon technology (such as a Prog Knife) by 45%. The armor is capable of enduring sustained temperatures of up to 277,760 o Celsius (500,000o Fahrenheit) before melting, and can absorb and convert the heat energy, as well as the energy from electrical energy and plasma based attacks as well. It also reduces the power of mystical/magical energy based attacks by 10%. 3. TiTun2 Armor- The armor plating beneath Darktide’s NXT sheath, as well as his endoskeletal armor, is composed of a Titanium Tugsten alloy that is both lightweight and durable, accounting for Darktide’s relatively low body mass. The armor plating is comparable to Mechagodzilla II’s (which took many Spiral Rays to even set it on fire, but still failed to completely destroy it), and can take massive amounts of punishment. It also has a 3500[supo[/sup] Celsius melting point. 4. Limited Cloaking- Darktide can warp light around himself, thus rendering him invisible to view. This also makes him invisible to most forms of sensors as well. The cloak is perfect, save for a faint shimmering when Darktide moves, but can only be kept active for one minute at a time. The recharge rate is equal to the period of time it was active for at a 1:1 ratio. 5. Darktide can fly at speeds of up to Mach 3 in Atmosphere, and Mach 44 when in space. He is also highly maneuverable, comparable to an AC Gundam scaled to size. The engines on his back, thighs, calves, and feet give him almost unparalleled mobility on the battlefield.
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Post by Omegarex24 on Jul 3, 2007 0:02:56 GMT -5
Name: Chimeragon Height: 120 meters Wingspan- 180 meters Length: N/A Mass: 80,000 tons Description The picture was drawn by Lord Nidhogg. Chimeragon is an olive green in color, save for a patch where his eyes would be (if he had any), which is a darker, forest green. Has a yellowish underbelly and wing membranes. Attacks Psy-Blade- Chimeragon generates a blade of concentrated psychic energy around his forehead horn. This has a similar effect on most monsters as Destroyah's laser horn. However, it lacks heat and simply cuts a foe. Because of its psychic composition, most kinds of armor cannot stand against it. Electroshocker- Chimeragon can generate moderately powerful bolts of electricity through his tusks and fire them at a foe. The are about as strong as GMK King Ghidorah's Gravity Bolts. Spear Blades- The spears are Chimeragon's arms and tail are ideal for stabbing and slashing. have similar penetrative power to Irys' arm spears. Stone Mist- The organ on Chimeragon's chest can open briefly to exhude a calcium-carbonate mist. This usually takes a few seconds to take effect, but once it does, the foe will find themselves encased in a tough layer of rock. The intense pressure this generates (like an elephant sitting on your car), is enough to crush most any monster. It also seeps into cracks between armor plating to cause additional damage before shattering under it's own pressure. This also leaves most monsters winded and stunned. Sonic Blast- Chimeragon can alter his echolocation to emit an intense, high pitched sonic blast. This can be altered to affect different materials differently. Leaves most monsters stunned or disoriented. Powers Echolocation- Chimeragon is blind and is thus unaffected by attacks that require sight. He sees by echolocation. Limited Telepathy- To aid his echolocation, Chimeragon uses a limited degree of telepathy to locate his prey, as well as find weak spots in their defense. Flight at Mach 3. Triphibian- Chimeragon is equally at home underwater as he is on land, in theair, or in space. He does not need to breathe. Because Chimeragon does not see, he is unaffected by attacks that rely on sight and psychic attacks that rely on generating mental imagery.
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Post by Omegarex24 on Jul 8, 2007 7:54:18 GMT -5
Name: Rahotep
Height: 120 meters Length: 180 meters Mass: 90,000 tons Wingspan: 160 meters
Description- Looks much like the Tyrant Dragon from Yu-Gi-Oh, but with cybernetic arms and metal covering the torso, along with metal plating along the spine. The wings are made of metal with solar panels built into where the membrane would usually be. Also has a metal plate over the skull with a prosthetic left eye. The right one is bioloical. Has a large red crystal built into the left forearm and a blade projector similar to Riptide's on the right arm. Most of his internal components are mechanical as well.
Attacks 1- Hyperion Blaster- Rahotep draws power from the sun, or it's own internal fusion reactor, and fires a blast fo concentrated heat at his foe. About as hot as GxM Godzilla's with minimal force behind it.
2- Blade of Ra- A blade of white hot plasma energy projected from the unit on the left arm. Has about the same cutting power as Destroyah's laser horn, but requires closer range to use.
3- Chariots of Apollo- Rahotep spreads his wings wide and charges them with energy befre releasing a volley of explosive fireballs similar to Heisei Gamera's.
4- Wrath of Helios- Like the CoA, Rahotep spreads his wings wide and charges them with heat energy, before releasing a wave of burning energy from them. Slightly less powerful than SMG's Plasma Grenade, but much more widespread in the destruction it causes. Limited to two uses per battle.
5- Phoneix Flight- Rahotep charges his entire body with heat energy and slams into a foe, generating a powerful explosion that vaporizes most of the surroundings and severely damages the enemy. Not a kamikaze or 1-hit KO, but limited in use to once per battle.
6- Shoulder Missiles- Fires a number of missiles from the launchrs hidden in his shoulder plates. Average strength missiles.
Powers 1- Shield of Osiris- Rahotep's left arm crystal can project a barrier field ideal for deflecting physical and energy attacks away.
2- Rahotep is immune to damage from heat based attacks, and is also highly resistant to attacks that are mystical or magical in origin.
3- Flight at Mach 2
4- Pain Immunity- The pain receptors in Rahotep's body have been removed. He still feels attacks, but the pain that they would normally cause dosn't slow him down any.
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Post by Omegarex24 on Jul 8, 2007 7:59:11 GMT -5
Name: Halcitrox (aka the Dragon Lord) Height: 80 meters (quadraped), 120 meters (upright) Length: 160 meters Wingspan: 200 meters Weight: 75,000 tons Flightspeed: Mach 2 Description/Picture: Looks similar to the Tyrant Dragon from Yu-gi-oh. However, Halcitrox is a deep, charcoal gray in color, similar to Godzilla. He does not have the "fins" near the ears, instead having a second pair of horns occupying that area. The skull plate is jet black in color, and the spot where the crystal gem in the Tyrant Dragon's forehead would be, is instead a symbol, pictured here. Halcitrox has a white belly and the underside of his wings are crimson. Kudos to DinoHunter2 Abilities: Offensive Powers: *All Shadow attacks are composed of a strange kind of energy. There is no known type of armor that can absorb/convert this power, or specifically block it. However, standard energy shields and physical obstructions still block the weapons like nomral. Also, all Shadow energy projectiles are the same color as Dark Eco attacks from the Jak and Daxter games. 1. Shadowfire Beam- A beam of concentrated Shadow energy fired form Halcitrox's mouth. About on par with Heisei Godzilla's in terms of kinetic/explosive force, but also insanely hot. 2. Shadow Blitz- Halcitrox charges his wings with Shadow energy and fires them off in lightning bolt patterns. Same strength as Grand Ghidorah's wing lightning attack. 3. Shadow Sphere- Halcitrox concentrates a sphere of Shadow energy between his hands (similar to how DBZ characters power up a Kamehameha attack), before launching a sphere of Shaodw energy, approximately 25 meters in diameter, at his foe. The sphere travels for a short distance (or impacts the target), and then explodes. The sphere expands in this explosion, engulfing the target and belting them with Shadow lightning for a few seconds before dissipating. Halcitrox must have his hands free and be standing upright in order to execute this ttack. 4. Shadow Talons- Halcitrox charges the talons on his hands with Shadow energy, which greatly increases their cutting power. 5. Shadow Surge- halcitrox can pulse Shadow Energy through his claws or fangs when grappling with an opponent. 6. Melee weapons- Halcitrox has a powerful set of jaws and claws on his, ideal for mixing it up in close quarters combat. Additioanlly, he can create powerful winds with his wingbeats. Defensive Powers: 1. Advanced Healing- Halcitrox recovers from wounds outside of battle at an accelerated pace, meaning he can be back on his feet in days, rather than weeks or months, after a battle. If he is extremely injured, it might take weeks. No combat applications. (Not used in Arena Battles) 2. Intelligence- Halcitrox is as smart as a human. 3. Tele-empathic Ability- Halcitrox can communicate feelings and emotions to another person or monster, such as fear, happiness, or hatred. This ability does not work both ways, as he cannot read another monster's emotions. 4. Thick Armor- Halcitrox has thick armor scales, even on his underbelly, and his wing membranes are tough and leathery, making him hard to damage. 5. Halcitrox's high metabloism allows him to purge poisons from his system faster, meaning toxins have about 40% of their original strength when used against him, and he can recover from their effects faster.
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Post by Omegarex24 on Aug 11, 2007 3:18:41 GMT -5
Name: Darktide Mk. II
Height: 120 meters Mass: 140,000 tons
Description
Essentially the same as the Darktide Mk. I. However, the wings are now more like Riptide’s than the previous version’s, the left arm has a small, cylindrical cannon mounted on it, with an NXT crystal in the middle. The left shoulder also has a triple-barreled cannon on it as well. Finally, the visor, and the crystals on the chest and wrist units are red, rather than green.
Offensive Abilities
1. Hyper NOVA Cannon- A beam of concentrated plasma energy that is fired from Darktide’s mouth. The beam is about 50% more powerful than Heisei Mechagodzilla’s Megabuster Ray. It is possessed of moderate explosive/kinetic force, but has a temperature of 1100o Celsius. The beam has a negligible charge time, but can be charged longer for additional power. The beam is a crimson color, with smaller, orange spirals.
2. Ion Linear Cannon- A charged particle weapon mounted on Darktide’s right shoulder. This massive weapon takes three seconds to fully charged, during which time, charged particles are drawn in through the intake vents on either side of the “core” crystal. Upon firing, the weapon emits a stream of compressed charged particles at near light speeds. Due to its nature as a particle weapon, most kinds of armor cannot absorb it. The beam is essentially composed of super-charged subatomic particles fired at high speeds, resulting in a powerful impact. The ILC is almost all penetrative force, with little, if any, explosive potential behind it, and it emits insane amounts of heat, due to the fact that the particles are traveling at near lightspeed. The beam can punch through all but the toughest of armors with ease, and most kinds of energy shielding, psychokinetic or otherwise, cannot stand up to it. The beam is a brilliant blue and purple in color.
Additionally, the weapon has two other functions.
It can rapidly fire spheres of charged particles at a foe, at 60 rounds per minute. These have only moderate power and lack the penetrating force of the beam version.
Finally, if Darktide has absorbed energy from an opponent’s attack, the cannon can be used as a kind of “Plasma Grenade” similar to Mechagodzilla II’s. The energy is stored inside the cannon and can be fired out in a powerful beam composed of plasma and heat, comparable in power to Mechagodzilla II’s Plasma Grenade. However, Darktide cannot use this function if energy has not been absorbed. 3. Triple Barreled Impact Cannons- Mounted on Darktide’s left shoulder, is a powerful weapon that looks similar to a three-barreled minigun. However, it is merely a modified version of the Mk. I’s arm mounted Impact Cannons. This version carries a total complement of 24 projectiles. Each projectile is a 3 meter long depleted uranium slug tipped with a low yield micro-nuclear warhead, that is then fired via magnetic accelerants at Mach 40. The initial impact is capable of penetrating even the toughest of armor with ease. However, this is not where the damage is derived from.
The damage comes from the ensuing explosion, which creates a brief blast of intense heat and kinetic force. While the heat is dangerous, as the temperature in the blast radius easily reaches 400,000 degrees, it is not as damaging as it could be, since it dissipates quickly. However, the impact and the force of the blast is capable of sending a 60,000 ton kaiju reeling, not to mention leaving a nasty crater near the blast area.
A single round is damaging, but when used in rapid succession, or worse, simultaneously, the damage is amplified considerably. A double direct impact can floor most kaiju that weigh less than 100,000 tons, and a triple direct impact will send most any monster flying. As with a single shot Additionally, the cannon barrels can fire their magnetic charge without a projectile, causing any machine or cyborg within 30 meters of the attack to temporarily lose functionality in mechanical parts caught in the path of the blast, as if struck by an EMP.
The weapon does have some drawbacks. It cannot be fired at ranges closer than 20 meters, at the risk of blowing the cannon, and Darktide’s shoulder, apart. Each slug requires three seconds in order to build up the magnetic charge, although all three barrels can be charged simultaneously, and also charge while the others are firing. Finally, there is the obvious weakness of ammo limitations.
4. Plasma Cutter/Delta Blade Mk. II- On Darktide’s left arm is an old standby with some modified features. The blades that act as the focusing array for the Plasma Cutter are composed of the same Titanium-Tungsten alloy that makes up Darktide’s second armor layer. The blades are durable and lightweight, with a 5000 degree melting point. However, they are also coated with a thin layer of NXT compound, granting the blades enhanced cutting power.
The Plasma Cutter is essentially a crimson plasma energy sword projected between the two blades, which Darktide can wield with frightening proficiency. It is comparable to Destroyah’s Laser Horn in terms of sheer cutting power, and also cauterizes any wounds in generates, hampering regeneration.
5. Harmonics Disruptor- The cannon on Darktide’s left arm is a powerful sonic frequency weapon. It operates under the principle that all matter has its own unique harmonic frequency, which this weapon can cancel out, thus shattering the bonds present in the affected area, rending organic tissue like flesh into a jelly-like substance, and shattering denser materials like bone, stone, or metal. (Obviously, this cannot break bones in a fight)
The cannon requires 5 seconds to fully charge, and faces a three second cooldown time after each use. However the pilot can override this cooldown period, at the risk of overheating the weapon and forcing it to shut down for 15 seconds. Upon charging, the weapon generates an annoying sound of varying pitch that will occasionally be very painful to monsters with sensitive hearing.
Once the cannon fires, it generates a “beam” of sonic energy that is directed at a single portion of the foe’s body, usually a joint or the focal point for a weapons grid. The beam bypasses all other materials and heads straight to the target, leaving other materials unaffected. However, if it has to pass through the same material as the target, the beam will affect the material closest to the surface first.
The weapon cannot be used at ranges greater than 50 meters, after which point it looses 100% effectiveness. Also, it takes about 20 seconds for Darktide to fully analyze a foe’s composition before he can deploy the weapon.
6. Hydra Missiles- fired from ports hidden in Darktide’s lower legs, these missiles are fired in bursts of eight and have excellent mobility, but lack range. These are comparable to Kiryu’s missiles.
7. Corona-Eclipse Overdrive Cannon- Darktide's ultimate weapon and finisher attack, the CEOC is fired from the chest panel. The weapon utilizes power, not only from Darktide's reactors, but from the particle intake vents located on the sides of the central crystal. Because of this, the charge time, while still requiring 15 seconds, no longer requires the chest panel to be opened, as the particle intake vents also double as thermal exhaust vents. Darktide still suffers a steady loss of combat effectiveness while the weapon is charging, to a maximum of 60%, and a footlock system must still be engaged to protect the machine from the recoil.
Once fully charged, the CEOC unleashes a massive stream of super concentrated thermonuclear energy in a straight line ahead. It is similar in appearance to Gamera's Mana Beam, and most everything in it's path is vaporized during the weapon's firing. The beam also generates a powerful concussive shockwave that spreads out from the beam itself, which can knock all but the heaviest monsters back if they happen to be too close. The beam lasts for approximately six seconds before dissipating. After firing, Darktide is incapable of using any of it's weapons, and all but basic movement and subsonic flight. Because of the lengthy charge time and the weapon's drain on the reactors, Darktide uses it very rarely, usually against heavily armored foes or relatively stationary targets.
Defensive Abilities
1. Barrier Fields- Returning to the original Riptide design of dual Barrier Fields, Darktide now incorporates a Barrier Field generator in the crystals on both the left and right arm wrist units. Each field is approximately 50 meters in diameter, and can block any attack, physical or otherwise. However, the fields must be re-activated for each use (which takes no time at all), and continuous bombardment can eventually “break” them, causing them to shut down for a few seconds to recharge. The field is invisible when active, save for a faint shimmering in the air. When it is struck by an attack, it flashes briefly, and leaves a ripple in the air behind it.
2. NXT Synthetic Neo-Diamond Hybrid Armor- Based off the old Mechagodzilla II design, this version uses a thicker chain of carbon atoms for enhanced toughness and durability. The outer sheath covers Darktide entirely. Everything from the wings, to the guns, to the bottoms of his feet, with a liquid crystal variant that is applied near the joints, is covered with this compound. The armor is harder, denser, and more durable than regular diamonds, and cuts the power of slashing and blunt trauma by 85%, and also reduces the power of vibro weapon technology (such as a Prog Knife) by 45%. The armor is capable of enduring sustained temperatures of up to 277,760o Celsius (500,000o Fahrenheit) before melting, and can absorb and convert the heat energy, as well as the energy from electrical energy and plasma based attacks as well. It also reduces the power of mystical/magical energy based attacks by 10%.
3. TiTun2 Armor Plating- The armor plating beneath Darktide’s NXT sheath, as well as his endoskeletal armor, is composed of a Titanium Tugsten alloy that is both lightweight and durable, accounting for Darktide’s relatively low body mass. The armor plating is comparable to Mechagodzilla II’s (which took many Spiral Rays to even set it on fire, but still failed to completely destroy it), and can take massive amounts of punishment. It also has a 5000 degree melting point.
4. Limited Cloaking- Darktide can warp light around himself, thus rendering him invisible to view. This also makes him invisible to most forms of sensors as well. The cloak is perfect, save for a faint shimmering when Darktide moves, but can only be kept active for one minute at a time. The recharge rate is equal to the period of time it was active for at a 1:1 ratio.
5. Multi-tiered Sensor Array- Darktide is equipped with long and short range RADAR, LIDAR, SONAR, Infra-red, Ultra-violet, and X-ray vision modes, as well as a sensor system designed to give him feedback on the harmonics frequency of the various components of an enemy’s body.
6. Ion Storm- Darktide is capable of generating a brief artificial lightning storm around himself, in order to draw additional power. Hidden ports in his shoulders generate a powerful positive electrical field, which is in direct opposition to the natural negative field present in the upper atmosphere.
Once activated, lightning will strike Darktide and be absorbed by his armor, giving him sufficient power for a single use of the Plasma Grenade function of the Ion Linear Cannon, or to help reduce the charge time on the Corona-Eclipse Overdrive Cannon.
However, this ability can only be used once every three minutes, as the Ion Generators need time to cool down.
7. Darktide can fly at speeds of up to Mach 3 in Atmosphere, and Mach 44 when in space. He is also highly maneuverable, comparable to an AC Gundam scaled to size. The engines on his back, thighs, calves, and feet give him almost unparalleled mobility on the battlefield.
Weaknesses: Freezer based attacks, such as the Super X3's freezer maser, or Barugon's Ice Mist, are harmful to Darktide, not because of damage, but because they cause a severe drop in power levels for several seconds.
Additionally, the NXT outer layer can be easily breached with a powerful piercing strike, such as Kiryu's drill, or Neo-Spacegodzilla's Crystal Missiles.
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Post by Omegarex24 on Sept 6, 2007 11:46:47 GMT -5
Name: Apocalypse Dragon (Immature) AKA: Fal'Nyar Height: 120 meters Length: 180 meters Wingspan: 200 meters Weight: 130,000 tons Description: Begin with, essentially, a bipedal, Western-style dragon, but shift the stance forward a bit, so that it walks like a carnosaur, but the torso is held erect. The head has a relatively thin and narrow snout, and the entire upper half of the skull is plated in dense armor. There a are a three pairs of spikes jutting out from the side of the skull plate, and each has a blade-like extension. The forehead is dominated by a large, blade-like horn, similar to Destroyah's, and it is inscribed with strange alien runes. Large, thick, overlapping armor plates cover almost every inch of the Apocalypse Dragon. There is a single row of triangular dorsal spines, and the plates that cover the belly have trios of spikes protruding from between them and the next plate, similar in fashion to the Heisei Rodan. The shoulders have broad armor plates over them, with a pair of massive spikes, and the forearms have a row of spike srunning over their tops, with another large spike over the elbows. Extending from the forearm, over the wrists, are a pair of serrated blades, similar to the Yautja wrist blades. The arms themselves are long, with the forearms being heavily plated. The hands have four fingers and a thumb each, with wicked curved talons. However, they are not well articulated, so doing little more than clampingdown on something is difficult. A pair of massive wings extend from the shoulders, with armor plating covering the bony supports, with a tough, leathery membrane stretched between them. The legs are thick and powerful, but a bit short, with more overlapping plates covering the thighs and shins, with a massive spike protruding from the knees, and smaller spikes along the front of the shin, with a pair of curved spikes coming from the side of the thighs. The feet end in three-toed feet, similar to a carnosaur's. Finally, the tail is thick and muscular, although it is still very maneuverable, and ends in a wickedcurved blade. The Apocalypse Dragon is a jet black in color, although the plates gleam with a crimson light. The wing membranes, underbelly, and eyes are a bright red in color, while the runes on the horns and face glow crimson when the dragon charges an attack. scatha-the-worm.deviantart.com/art/Apocalypse-Dragon-72000392Offensive Powers-Corrupted Shadow Powers- All of the Apocalypse Dragon's Shadow attacks are composed of an unknown alien energy that has yet to be identified or duplicated by any civilization since the creation of the Apocalypse Dragon. This energy cannot be absorbed or reflected by any type of armor or shields, and kaiju with the natural ability to absorb energy will find themselves decaying from the inside (if they are organic), losing a lot of energy (if they are energy/elemental based), or short circuiting (if they are a machine/cyborg), in the event they attempt to absorb the energy, although the effect ceases once they stop absorbing energy. All Shaodw energy attacks have the color of Dark Eco from the Jak and Daxter games. 1. Corrupted Shadowfire- The dragon's main ranged weapon. It is similar in appearance to Toonzilla's beam and only marginally stronger. It bypasses the initial layer of armor or skin and causes the target to superheat internally. Negligible charge time. 2. Corrupted Shadow Blitz- The dragon charges his wings with Shadow Energy, then unleashes a storm of lightning-like bolts at his foe. These are only moderate in strength, but the sheer number of them, and their limited homing abilitie ensures that anything in front of the dragon is likely to get hit. 3. Corrupted Mega Shadow Sphere- The dragon forms an immense sphere of Shadow energy before him, that is approximately 50 meters in diameter, then launches it at a foe. The sphere is linked to the target, so it phases through the surrounding environment until it strikes the target. Upon impact, the sphere rapidly expands, engulfing the target for several seconds in an unbreakable field of Shadow energy and then pelting them with Shadow lightning from all sides. This takes several seconds to charge, and if it misses it's target, it explodeds violently like Megaguirus' energy ball. 4. Corrupted Shadow Talons- The dragon can coat his claws, wrist blades, nasal horn, and tail blades with Shadow energy for enhanced cutting power. Normally, the blades could cut through a block of powerful titanium alloys nearly 20 feet thick with minimal effort. With the Shadow energy, they face no resistance from the target whatsoever. Even densly packed monsters will find themselves flayed open like a tin can in a chainsaw. Additionally, the nasal horn, wrist blades and tail blades can extend the field surrounding them to increase their length. 5. Corrupted Shadow Surge- The dragon can surge a powerful amount of Shadow energy through his grip, bite, or through his blades. It has roughly the same effect on a target as having two million volts of electricity pumped through them. 6. Corrupted Shadow Pulse- The dragon can also pulse this energy outwards, in multiple, ring shaped projections that slice into the target, rather than exploding. The are slightly weaker than the Shadow Talons, and fairlyclose range in use. 7. Dragon's Wrath- When the dragon has sustained major damage, his body's hormone productions jump into overdrive, flooding the dragon with massive amounts of the alien equivalent of testosterone and adrenaline, making the dragon insanely violent and powerful. Defensive Abilities 1. Flight at Mach 3.5, although he isn't too maneuverable. 2. Super Strength- The dragon is easily capable of lifting 250,000 tons. 3. Corrupted Shadow Shield- Whenever the dragon enters combat, thefirst thing he does is erect a massive sphere of Shadow Energy around the battlefield. This field is roughly 900 meters tall and is wide enough to cover most of Manhatten Island. This forces both opponents into a kind of cage match, as the shield is self-sustaining and cannot be broken or dispelled by anything. 4. Thick Armor Plating- Almost the entirety of the dragon is covered in massive armor plates. These plates are supremely resistant to physical trauma, such as slashing, stabbing,and crushing, and all but negate their effectiveness. The armor also disperses heat on contact and is immune to the effects of acid. 5. Additional Immunities/Resistances- The dragon is immune to the power of Shadow energy, and as such, any attack that is somehow manipulated against him has no adverse effects. Also, he does not breath in the typical sense, so he is immune to gas clouds and the like. He is largely resistant to psychic interferrance, and has an immunity to all known Earth toxins/poisons, and quite a number of alien ones as well. ((I just want everyone to know that this is not the same version that appeared at the end of KWND, but rather, a toned down version of such.))
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Post by Omegarex24 on Sept 22, 2007 23:24:36 GMT -5
Name: Nexus Ghidorah
Stats:
Height: 140 meters Weight: 75,000 tons Wingspan: 250 meters
Description: Nexus Ghidorah is like so many other members of his species. He stands erect on two powerful legs with three taloned toes each. His entire body is covered in barbed armor, and his wings are similar to Heisei King Ghidorah's, but also curve upwards at the tips, practically touching each other over the tops of the heads. He also has a pair of arms, similar to Heisei Godzilla, coming from the sides of the torso. Each head has a unique crest and horn pattern. The right head has a pair of curving, ram-like horns coming form the sides of the skull, with two longer spikes stretching backwards above them, with triangular spines running down the neck. The central head has six crystal spikes arrayed at the back of the head, and a large, blade-like horn on the snout, with Spacegodzilla-esque crystals dorsal spines running the length of the neck. The left head has two large, spiraling horns jutting backwards, and a cluster of spikes under the front of the jaw, with jagged, Godzilla 2000-esque dorsal spines running the length of the neck. The tail splits into three segments, each adorned with a massive spike.
Nexus Ghidorah is black in coloration, with a number of "veins" of color spreading across his body and wings. The veins alternat in color, from an icy blue, to an electric purple, to a brilliant flaming red. The eyes are a glowing, pupilless yellow.
Offensive Abilities:
1. Elemental Bolts- Nexus' three heads are each capable of firing a different type of energy bolt. They are as follows:
Right Head: Hellfire Bolt- A spiralling ray of thermal energy that is hotter than Meltdown Godzilla's beam, but lacks the intense explosive force of such.
Central Head: Ice Bolt- A spiralling ray of pure cold energy that is twice as strong as the Super X 3's freezer maser. Can coat the target in ice.
Left Head: Thunder Bolt- A spiralling ray of pure electrical energy. It is capable of surging 2 million volts of electricity into the target.
2. Wing Blitz- Nexus is capable of charging his wings with energy and blasting out large numbers of energy bolts of the same types as those his head can fire. However, he can only fore one type at a time, rather than all three.
3. Burning Winds- By beating his wings, Nexus can generate a veritable firestorm in front of himself. The force of the wind alone is enough to topple most monsters, while the flames will scorch anything.
4. Blizzard Barrage- Nexus can generate a storm of ice shards out of thin air and pelt a foe with them. These are not normal ice shards, but have been super-compacted to the density and hardness of diamond, and can penetrate all but the toughest armor with ease.
5. Thunder Force- Nexus can surge 2 million volts of electricity through the bite of any of his heads.
6. Delta Force- Nexus can concentrate the firepower of all three heads on a single point in front of him, where the energy will then gather and expand into a powerful energy sphere, containg elements of all three beams, but at the same time, being completely different in nature. The sphere then launches at the foe and explodes in a massive energy wave that is roughly twice as strong as Megaguirus' energy ball. Limited to two uses per battle (Arena Only).
7. Constrictor- All of Nexus' necks and tails are exceptionally strong and can easily crush a monster's windpipe in short order, as well as disable appendages and the like.
Defensive Abilities:
1. Thick Armor Plating- Nexus is covered from heads to tails in thick black armor plating that is resistant to most physical attacks and cuts their power by 80%, while the barbs coating it make most monsters thick twice before trying to melee him anyways.
2. Wing Shields- Nexus' wings are exceptionally tough, and allow him to block most energized projectiles, explosives, and blunt/slashing strikes. However, powerful piercing attacks can easily tear into the membrane.
3. Flight- Nexus can fly at Mach 4.5, and is highly maneuverable.
4. Darkness Barrier- Nexus can erect a barrier of dark energy, similar to Grand Ghidorah's. It only lasts for a few seconds though, only covers his front, and does not block physical attacks and projectiles, such as missiles and machine guns.
5. Restistances and Immunities- Nexus is immune to heat, cold, and electrical damage.
Additionally, his alien physiology makes him immune to Earth toxins.
His three minds work in unison to protect him from mental attacks/manipulations, such as illusions.
Note: As with the Apocalypse Dragon, this is a toned down version for the Arena, not the boss monster in his full glory.
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Post by Omegarex24 on Sept 24, 2007 16:34:57 GMT -5
Name: Cerulean
Height: 120 meters Length: 180 meters Wingspan: 200 meters Weight: 65,000 tons Flightspeed: Mach 3 Swim Speed: 150 knots
Description: Cerulean is a dragon, first and foremost. Like Halcitrox, she stands erect on two legs, with three taloned toes on each foot. She has two arms, each ending in four fingers and a thumb, also tipped with hooked talons. Her head has two large horns curving back from the rear of her skull, with two smaller "horns" coming from the corners of the of the upper skull, with a large, blade-like horn in the center of her forehead. She has a large pair of wings, with one finger claw on each. Her skin, while scaly, as is typical of the species, is of the smoother variety, like snake skin, and she has a lithe and musuclar body. Her tail is also long and muscular, and she has a tiny row of triangular dorsal spines running down her back.
Her eyes are a pupilless green, and her skin has a mottled pattern of blues and greens, resembling the ocean.
Offensive Powers:
1. Frost Beam- A beam of intense cold fired from Cerulean's mouth. It has a negligible charge time and is lightly stronger than the SX3's freezer maser.
2. Diamond Storm- By using her hydrokinesis, Cerluean can create supercompacted ice crystals that are comparable to diamonds in terms of hardness, densiy, and toughness. She can then sling these with great force at a foe (again, with her hydrokinesis), and they have extreme penetrating power.
3. Steam Bath- Cerluan can use her Hydrokinesis to vaporize the water in the surrounding area, bathing opponents in steam hot enough to sear even Godzilla's flesh, as well as shrouding the battlefield in mist.
4. Blood Boiler- Cerulean can use her hydrokinesis, in combination with a physical touch, to literally boil an opponent alive by vaporzing the water in their organs and cells. However, this requires physical contact, is is only generally effective against organic kaiju.
5. Frost Claw- Cerulean can coat her claws in freezing energy that freezes an opponent on contact, as well as surge cold energy through her grip.
6. Zero Blade- One of Cerluean's most potent weapons, the Zero Blade is used in conjunction with her forehead horn. Like Destroyah's laser horn, she coats her horn in energy and forms a blade-like extension. This blade, however, is composed of cold energy at Absolute Zero. Essentially, it causes the area strcuk with the energy blade to freeze solid , to the point where the follow-up strike with the horn shatters it. As such, the blade faces no physcial resistance when striking a foe.
7. Shatter Strike- Cerulean, once again by using her hydrokinesis, can rapidly heat and cool the ambient water vapor on a target's armor, and, by extension, the armor itself, to the point where it will readily crack.
8. Stranglehold- Cerulean's lithe and muscular body can be used like a serpent's to constrict a foe.
Defensive Abilities:
1. Crystal Shield- Cerulean can rapidly erect a crystal shield, similar to Spacegozilla's in front of her to refelct energized projectiles back at their source. This is achieved by use of her hydrokinesis and freezing the ambient moisture.
2. Crystal Armor- A variation on the crystal shield, but applied directly to her body. Cerulean can coat a section of her body in super-compacted ice crystals comparable to diamonds in terms of hardness, density, and toughness. She can also alter the shape of this armor into crystal spikes and spines as well.
3. Hydrokinesis- One of Cerulean's most potent abilities. she has the capability of not only controlling the movement and form of water, but also it's temperature and density. The primary combat applications are listed above.
She can use this ability to walk on water, propel herself through water at 150 knots, create armor and shields with it, or use it to propel her body through the air, even if her wings are damaged. She can also breathe underwater as easily as she can above ground.
4. Cerulean's fast metabolism allows her to shrug off the effects of poisons 40% faster than most. She can also consume metals and rocks as easily as she can plants and flesh.
5. Regeneration- Cerulean lacks the naturally thick armor of her counterparts, such as Halcitrox and the Apocalypse Dragon. She does, however, have an advanced rate of regeneration to compensate. This is roughly on par with Heisei Godzilla.
6. Cerulean is nigh unparalled in oceanic combat, as her swim speed surpasses most every kaiju known, and her underwater maneuverability is supreme.
7. Cerulean is immune to the rapid temperature changes she generates with her hydrokinesis, although a concentrated heat or cold attack can still affect her.
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Post by Omegarex24 on Oct 1, 2007 19:23:05 GMT -5
Name: Raidion
Height: 60 meters Length: 120 meters Wingspan: 175 meters Weight: 20,000 tons Flightspeed: Mach 4
Description: Raidion has a body type similar to a small therapod dinosaur, like a Coelophysis for example. He stands on two legs that each end in feet with three taloned toes, similar to a predatory bird's. His tail is fairly stiff, but long and whip-like near the end, with a leaf shaped fin that he uses as a rudder. His head is the same pointed snout design of a coelophysis, and he has a crest of reddish colored feathers on the back of his head. However, this is where the similarity ends.
Instead of arms, he has a pair of large, pterosaur like wings, with a second pair of pterosaur wings extending from his shoulders. He is the bright green color of some lizards, with teal colored tiger stripes covering his body. His underbelly and the inside of his wing membranes are a pale yellow, and his eyes are orange.
Raidion's skin, although smooth and organic in appearance, is actually partially composed of a metallic substance with properties similar to semi-conductors.
Offensive Abilities:
1. Thunder Bolt- Raidion's primary ranged attack is a bolt of powerful electricity that he can fire from his mouth. It is considerably more powerful than a regular lightning bolt, and as such, can cause great damage to kaiju and unshielded machines.
2. Electroschocker- Raidion's natural ability to generate electricity allow him to surge over 3 million volts of electricity through his body and into an enemy's. Needless to say, this is quite powerful, but requires prolonged physical contact to even work.
Defensive Abilities:
1. Raidion naturally sees in the electromagnetic spectrum, so it's incredibly difficult to evade him, or cloak around him and get away with it.
2. Raidion feeds off of electricity, and as such, he frequently targets mechs and other kaiju with electrical powers. As a result of this ability, and his own semi-conductor hide, he can absorb any degree of electricity, no matter how intense, without worry.
3. Thunderstorm- Raidion's precense generates powerful electrical storms, which can cause lightning to rain on the battlefield. He typically ignores this lightning, however, as it is always occuring.
4. Raidion comes from a world with a much higher gravity than Earth's. As such, he is incredibly faster in flight, and the quad-wing design gives him insane mobility. Also, he can carry up to 75,000 tons with no decrease in flightspeed.
5. EMP- Raidion can generate a close range EMP to disable enemy mechs with, but it does no other damage, and more often than not, the effects are temporary. Smaller vehicles like fighters and takes are fried indefinately though.
6. Electromagnetic Barrier- Raidion can create an electromagnetic shield around himself that blocks energized projectiles and disrupts missile guidance systems as well.
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Post by Omegarex24 on Oct 8, 2007 8:50:31 GMT -5
Name: Jericho
Height: 100 meters Weight: 250,000 tons Flightspeed: Mach 3
Dexription: Jericho is a machine with a humanoid stance (bipedal, with two arms,two legs, and one head). Hie entire body is thick and dense, covered on almost every square inch by thick armor plating. His head is roughly sphereical, appearing like a dome on top of his head, with two small, red eyes. He has an antenna that sweeps backwards where his ears would be, and his forehead sports a V-shaped crest, with a thrid spike in the middle of it.
His torso has large, broad shoulders, and the chest is likewise broad, with a slight slope to it. He has a pair of triangular extensions over the shoulders, on which hang two pairs of massive cylindrical cannons, witht he barrels pointing down. Each cannon is approximately 70 meters long. The arms are humanoid in shape, but also very large and cylindrical, and instead of hands, each arm ends in a massive metal sphere. The legs are thick and powerful as well. All the joints in Jericho's body (neck, shoulders, elbows, waist, knees, and ankles) are spheres on which the body parts rotate, allowing much better maneuverability.
Jericho is a gunmetal grey with black highlights.
Offensive Abilities:
1. Firestorm Cannons- Jericho's forearms split to reveal a pair of massive chaingun weapons with four barrels each. These cannons can fire over 6000 rounds per minute, and use tungsten based shells coated with a white phosphorous compound that ignites the target upon impact. However, Jericho can only fire 6000 rounds in one go, before the cannons must close up to reload and cool down. This process usually takes 30 seconds.
2. Stonhenge Cannons- The four massive cannons on Jericho's back are actually orbital rail gun units that are held in place by gravity leashes. These are capable of orbiting Jerhico and facing in any direction. Jericho can extend the range of their orbits up to 100 meters away.
Each cannon can fire a 2 meter long depleted uranium slug at up to Mach 50 by using magnetics to hyper accelerate each slug. The shockwaves of their firings alone are enough to knock most monsters that weigh less than 50,000 tons on their ass, and the shells themselves are tipped with micronuclear warheads that generate massive explosions on impact, and are capable fo battering through all but the absolute toughest of armor with ease, as well as being able to toss 150,000 tons of kaiju around like rag dolls. Each cannon carries two shots before it must dock with Jericho to reload.
3. Crush- Jericho stomps on a foe. With his incredible weight, this means he can cause immense damage.
4. Gravity Flails- Jericho's hands are actually giant flails that are attached via gravity leashes. Jericho can swing these around with great speed and accuraccy, and they have enough force behind them to crack ribs and send kaiju flying. Additionally, these flails can generate powerful plasma spikes on their surface, allowing them to cuase more damage on impact. Jericho has a maximum range of 100 meters with these weapons.
5. Satellite Strike- Jericho is linked with an orbital weapons platform that can fire a powerful laser cannon on any target that he chooses. This beam is incredibly strong, and can vaporize several city blocks in a massive explosion on impact. Limited to one use per battle and as finishing attacks.
Defensive Abilities:
1. Armor- Jericho's body armor is extremely thick in all areas. It is composed of a powerful alloy and can take massive amounts of physical punishment and survive a close range nuclear blast, as well as close range explosions from his Stonehenge Cannons with minimal damage. It is extremely resistant to physical damage, concussive force, explosions, heat, and acid damage. Because Jericho is lacking in the usual motors and servos that compose most mech appendages and components, his armor is very, very thick in all areas, accounting for his phenomenal body mass.
2. Gravity Generator- Jericho has a powerful gravity generator that allows him to form the gravity leashes that attach his body together, which affords him excellent mobility at close range. Additionally, by focusing all power on the generators, he can fly at Mach 3, but has no maneuverability.
3. Vision Modes- Jericho can see in every known spectrum, including normal, X-ray, ultraviolet, infra-red and electromagnetic.
Weaknesses
Jericho has two profound weaknesses.
The first is his speed. While he is mobile at close quarters, and can fly quickly, he is incredibly slow otherwise. The most he can manage is a brisk walk, and that's pushing it even.
Additionally, if he is caught in an anti-gravity field, his gravity generator will be rendered useless, thus causing his body to essentially fall apart, as it is only held together by these gravity leashes that it genereates. However, the individual body parts are incredibly heavy and difficult to move, and once the anti-gravity effect is over, he body will quickly and automatically reform.
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Post by Omegarex24 on Jan 10, 2008 15:42:09 GMT -5
Name: Harbinger
Height: 80 meters Weight: 60,000 tons
Description: To start, Harbinger looks a lot like a cross between an armadillo, Anguirus, a pangolin, and a turtle. Sounds like a well armored monster, doesn't it? In fact, he is quite well armored. Harbinger stands semi-erect on two short, stumpy legs, with three thickly clawed toes on each. His belly curves inward around the stomach and intestinal area, then bulges out again slightly across the chest. He has two long, muscular arms, each ending in two long fingers with wicked, hooked talons, and thumb, also equipped with a hooked talon. The arms and legs both have triangular armor scutes that overlap on the thighs, shins, upper arms, and forearms. The belly sports a row of belly scutes similar to a snake, although they are much thicker.
Harbinger's head looks about like Heisei Gamera's, featuring the same sloped design. However, he does have the tusks, and the eyes are much smaller. He does, however, have a double row of curving fangs, like a hybrid between Heisei Godzilla and a T. Rex. The head features the same overlapping triangular scutes as the arms do, except that they fan out slightly on the forehead, forming a three-pronged crest of sorts. His neck is short and thick.
Harbinger's back is arched slightly, causing him to appear hunched over (although not quite to the extent of Orga), and is covered with rows of the overlapping scutes. The also fan out slightly along the sides, and appear slightly raised as well. He has a short tail that can curl up over his belly. The tail also features these same armor scutes.
Offensive Powers:
1. Armor Scutes- All the scutes covering Harbinger's body are razor sharp, and can slice flesh with but the slightest touch. He uses this ability to devastating effect in combat.
2. Thunderball- Similar to FW Anguiurs, Harbinger can curl into a ball and launch himself at a foe. He first wraps his arms against his shoulders, tucks his head towards his chest, pulls his legs up into the curve of hsi belly, then wraps his tail over it all. However, unlike Anguirus, there is no gap in the armor where his appendages go, as the scutes cover everything. Harbinger must have a running start before he can enact this move, and he cannot bounce with it, although he can continue rolling and change directions, provided he has sufficient momentum. Obviously, he can't see where he's going.
3. Claws and Jaws- Harbinger's claws are designed for rending flesh, and they do so with ease. They also tear trough most armor with little difficulty. His jaws also posess a powerful bite.
Defensive Abilities:
1. Armor- All of Harbinger's armor plates are extremely damage resistant, although the ones on his belly are less so. They are deisgned to repel slashing trauma with ease. Additionally, they are all connected to an advanced muscular system, which allows Harbinger to raise and fan these plates at any time, similar to how a porcupine can raise its quills. The ones on his back and arms can be easily raised, although they do no fan out easily, while the ones on his head and tail fan out easier, but don not rise quite as high. This muscular system also acts like a shock absorber, lessening damage from blunt and concussive blows.
2. Strength- Harbinger can lift double his own weight and throw it around with ease.
3. Burrowing- Harbinger can rapidly burrow through concrete and rock, although he rarely does so.
4. Speed- Despite his armor, Harbinger moves surprisingly fast, and can quickly close the distance between himself and a foe in combat, as well as dodge many attacks. This, combined with his armor, is designed to compensate for a lack of regeneration and ranged firepower.
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Post by Omegarex24 on Jan 28, 2008 9:20:11 GMT -5
Name: Gorgonoxis Height: 60 meters (at shoulder) 100 meters (upright) Length: 120 meters Weight: 45,000 tons Description: Looks a lot like a regular Gorgonopsid, which isn't surprsing, considering that Gorgonoxis is a heavily mutated version of the same. Take the general framework of a Gorgonopsid, then make it more like a big cat's, with heavily muscled limbs held directly under the body. The front feet are more like a tiger or lion's with thick pads and heavy, retractable razor claws, while the back feet feature three toed, non-retractable claws. The tail is longer and thicker, more like a carnivorous dinosaur's, and the saber fangs are much larger, now descending well below the lower jaw. Gorgonoxis has a scar running through her left eye, and her color scheme resembles a muted tiger patter, with a darker orange color and dirty white underbelly. Offensive Powers: 1. Claws- Gorgonoxis' heavy front paws with their wicked bone claws (heh heh) are ideal, not only for lacerating flesh and armor, but also batting opponents around or simply knocking them over with one well placed swipe. 2. Saber Fangs- Gorgonoxis' huge saber fangs are useless for eating with, but good for stabbing through armor and lacerating flesh, much like her claws. Her bite force is also very high, making it hard to get rid of her once she has latched on. Defensive Powers: 1. Thick Hide- Gorgonoxis has a thick hide in lieu of regenerative abilities. It is highly resistant to slashing and stabbing attacks. 2. Stamina and Pain Resistance- Gorgonoxis can take a licking and keep on ticking. She is naturally resistant to high levels of pain, so having her body flayed open is only barely going to slow her down. 3. Senses- Gorgonoxis has a very advanced sense of smell and can hear fairly well too. Her eyesight is a little bad, due to the wounded left eye, but the other two more than compensate for this.
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