Big Bad Iron Marines Heroes

Share your own epic stories, units, campaigns for Iron Marines.

Big Bad Iron Marines Heroes

by Big Bad Bug » Sat Nov 25, 2017 12:15 am

A collection of heroes meant to be imagined in Iron Marines. Updates will occur but with no level of consistency.

Rick

[+] SPOILER
Rick Sanchez is many things: a genius, a nihilist, an alcoholic, a father, grandfather, mad scientist, criminal, creators of miniverses containing creators of tinyverses, and much more. Yet, there is still much left unknown. He is a human yet possesses intelligence that essentially makes him a god. Many of his actions appear to lack reason. The closest to comprehensible he ever comes is through his grandson, Morty, whom he cares about dearly. The only plausible reason he is here to fight aliens with us is that he allegedly finds it, “badass,” and he believes that “The last Ascendii has the recipe for Szechuan sauce.” However, we believe he sees a greater, yet clandestine purpose in this war, tied to his grandson, Morty.

Rick is a lanky mad scientist donning a white lab coat with a light blue shirt underneath and brown pants. He has spiky blue hair, a monobrow, and constant fluids coming out of his mouth as he slurs and gargles in drunken rage.

Rick fights using a laser gun to blast at enemies, with a moderate fire rate and average damage to match. He occasionally lets loose a snake from a cage in his ankle that diverts enemy attention for a moment and may bite and poison foes. When ordered to move, he will run, but can use his portal gun to traverse larger distances easily, negating the need for a dropship.

Upgrades

Rick Potion 9 (30 seconds)

Shoots a needle into an enemy, poisoning it for 6 seconds. Death during this time results in transforming it into a monstrous Cronenberg that attacks both allies and enemies for a time. Stats are 1.2 times that of the targeted enemy. Health drains at 5% per second as the toxic fumes erode the original creature.

Silver: The love potion formula makes poisoned targets passive, not attacking your troops while in their poisoned state. They still are hostile to all units as Cronenbergs.

Gold: The contents leak out from the needle after making an impact, poisoning nearby enemies and allies, turning them into Cronenbergs upon death as well.

Keep Summer Safe (40 seconds)

Drops in Rick’s ship with his granddaughter, Summer inside, with the sole order to keep Summer safe. The ship attracts the attention of all enemies and is equipped with an impressive arsenal to drive them back.
- Rick’s ship includes a laser beam that resembles the corresponding turret, a slow-shooting rivet that cripples an enemy to lower its damage, and a light machine gun.
- If the ship is actually damaged enough, it flies away independently and the cooldown is doubled.

Silver: The ship’s radio plays Get Schwifty, which inspires nearby allied troops enough to heal them over time and increase their armor.

Gold: If driven away, Rick’s ship leaves behind a vivid green gaseous being known only as Fart, which eradicates all carbon nearby, instakilling every living thing in range.

9 More Seasons (Passive)

Galvanized by alcohol, Rick is certain that he will last for at least another 9 seasons, granting him the confidence to aid the Iron Marines in various ways.

Silver: Rick upgrades the Dropgun into a box that summons 3 Mr. Meeseeks to aid in combat.
- Because some Dropgun upgrades don’t apply as well to Mr. Meeseeks, all tech tree upgrades instead grant further damage and health.

Gold: If killed, Rick transfers his mind into a pickle, granting him an additional life before respawning. If his respawn timer finishes while he is still alive as a pickle, the player can keep him that way until they are ready to respawn him.
- Pickle Rick uses a massive laser cannon that pierces up to 3 enemies. It is much slower but also a lot stronger, dealing nearly double damage. However, he cannot heal in this state (though Diplomats can heal him), nor can he be teleported. He is also slower.


Quotes:
Tapping: Belches
Selection: “WUBBA LUBBA DUB DUB!!!” (20% chance of adding, “B*TCH!!!” to the end.)
“LET’S GET RRR-burps-IGGITY RICKITY WRECKED!”
“Welcome to the club, pal.”
“You can’t have a party, because I’M HAVING A PARTY, BIAAATCH!”
“Uncertainty is inherently unsustainable. Eventually, everything either is or isn't.”
“They’re bureaucrats, I don’t have sympathy for them.”
“There’s a reality where Hitler cured cancer. Don’t think about it.”
Annoyed: “Peace among worlds.”
Killed: “I TURNED MYSELF INTO A PICKLE! I’M PICKLE RICK!!!”
Killed again: “Jerry, this is all your fault!”

Playstyle: Rick is a powerful hero, capable of causing immense chaos through his abilities. They intentionally do not have cooldowns that line up well because they are meant to be used separately from each other; each skill can cause devastation in a battle and practically turn the tide out of nowhere, as Rick is capable of doing. One should always be left resdy to use instead of the other, but even when they need to be used, Rick can still keep the battle in the player’s favor by turning into Pickle Rick or summoning Mr. Meeseeks. No matter what, Rick stays one step ahead in the hands of a strategist as smart as he is. Wubba lubba dub dub!


Grim

[+] SPOILER
As mysterious as any man who never reveals the face - or aught else - underneath his mask, Grim seems detached from anyone who tries to come into contact with him. Yet, his passion shines through in the battlefield, when he has the opportunity to kill everything in his wake. He gives us every reason to stay out of his path, in combat and elsewhere. Our galactic forces have no records of his origins, and most in our ranks are hesitant to trust him. Only our commanding officers seem to accept a being like this into our army; whether out of trust or fear, we are uncertain. Rumors range from merely an eccentric mercenary here to make coin doing what he does best, to a celestial god disguised as a mortal who has come to shift the fate of he galaxy in dire times. The only certainty is that Grim is a cold killing machine whom we’re more than happy to leave alone to decimate everything that opposes us.

Grim wears a gas mask, skeletal in shape, and reminiscient of Kylo Ren’s mask, with thin, random, zigzagging slits that appear to be cracks formed where typically small holes for breathing are located. Additionally, a dark space indicated where the eyes are located is further accentuated by a dim red glow emanating from within, almost demonic in nature. Grim wears dark gray and black armor. Although the armor itself is thin and sleek in appearance, his movements are noticeably stiff, as if the metal is rather heavy, or simply well-aged. He has an ink-black scarf, tattered with age, that blows easily in the wind behind him, frail and damaged from so many years of accompanying him. Finally, his weapon is a shotgun-like gray blaster, with glowing red-orange crystals lining the first half, powering the weapon with energy blasts.

Grim’s health is modest, and his speed lacking, to balance out his formidable armor and damage stats. He also has good health regeneration, which, coupled with his high armor and weaker health, means that he will fully recover from a battle very swiftly. His range and sight are also quite moderate. His fire rate only takes a single second between each shot, and does enough damage to make it worthwhile to get in a little closer to deliver some pain.

Upgrades

Reaper’s Scorn (18!seconds)

Charges up an ultra-powerful shot that deals immense damage to a target and can pierce shields and armor.

Silver: Reaper’s Wrath: The shot becomes more forceful, dealing even greater damage and producing an AOE.

Gold: Death Toll: All damage dealt by Reaper’s Scorn takes off time from the cooldown for the next use, relative to how much damage has been dealt.

- The AOE can and will damage allied units, who also contribute to the cooldown of the skill if damaged.

Killstreak (25 seconds)

For 6.66 seconds, all killing shots increase Grim’s base attack and skill damage by 20%.

Silver: Killing Spree: Each kill allows the damage boost to persist for 1 second longer after Killstreak ends.

Gold: Rigor Mortis: If dealt a killing blow while active, Grim’s health remains locked at 1 for the duration of Killstreak.

Day of the Dead

The grip of death closes in, and Grim welcomes it.

Silver: An Eye for an Eye: Grim deals 1% more damage for every 1% of health missing.

Gold: Black Death: Enemies slain by Grim’s attacks pulse out a curse that causes nearby enemies to take more damage for a few seconds.

Playstyle: Grim is a cold killing machine, through and through. He works best fighting hordes of enemy troops, usually separated from the rest of the player’s army so that they can take out structures or complete other objectives. Grim’s signature ability is Reaper’s Scorn, which, when upgraded, allows him to not only destroy chunks of units with ease, but also feeds into itself by recharging its power so that it can be used again and again. With its AOE, it’s Grim’s best method of clearing out small and meaningless enemies. However, against stronger foes, it requires smart usage, as letting be wasted will force an unfavorable cooldown, while getting the most out of the damage with every shot will only further magnify his DPS against any enemy, allowing him to face, head-on, any caliber of threat.

Killstreak can be used whenever Grim is outnumbered and it will drastically change the tide of battle. It’s extremely beneficial in conjunction with Reaper’s Scorn, as the AOE will allow Grim to stack massive damage from kills, and if used well, can recharge in time to be used again while the damage bonus is still intact, which can potentially break the game (killing Tyrant before his third phase, one-shotting Grimcrushers and buildings, etc.) with its damage, which will also likely instantly recharge the skill.

Grim’s Killstreak and his passive coincide to become even stronger. Most blatantly, the fact that Grim’s damage scales proportionately with his missing health makes the second-chance aspect of Killstreak incredibly beneficial, as one could potentially grant Grim 6.66 seconds of double damage, multiplied by any kill bonuses during the ability. Additionally, every kill makes the next exponentially easier. As Grim fights, his health wears down and increases his damage, unless the aforementioned potential situation occurs. However, each slain enemy causes nearby enemies to die faster, and since a kill will grant Grim more damage during Killstreak, his ability to kill is exponentially augmented. All of this further feeds the power of Reaper’s Scorn, so that it can do more damage, grant more kill bonuses, charge up the skill faster to be used again, this time even stronger thanks to the kill bonuses, and charge them skill even more quickly!

Grim best works in an environment with the most opportunities to kill enemies. He needs a variety of victims: small ones to feed off of and become stronger, larger enemies to wipe out with his buffed abilities, or even enemies in the middle of threat levels for a combination of the aforementioned effects. The more he kills, the better he is at killing. His only weakness is that once he is exhausted of Killstreak’s benefits, nothing can save him and he will be forced to retreat or die. Grim relies on precision to get the most out of Killstreak and Reaper’s Scorn as much as he relies on timing so that he gets the most out of his potential. Death strikes one time only; it is best to use one’s time wisely before it is too late. And in the hands of a skilled player, Grim can wipe out entire armies or entire bosses.

Viewing in Hero Room: “I deal in an art called death.”
Selection: “Death beckons!”
“All I see are corpses.”
“I see dead people.”
“The only salvation is through death.”
“I’m the best at what I do.”
Annoyed: “Do you want to know why I prefer knives?”
Death: “I will become more powerful than you could possibly imagine!”
“I welcome death!”


Giga Gun

[+] SPOILER
A tank-like platform made of lustrous light silver metal. In contrast to Mark X, it is sleeker and moves more smoothly, while being less big. On top of this platform is a hulking cannon of a matching silver color. From inside it emits an etherium-green glow. There are also green markings on the tank and gun for some style.

This super weapon was designed by our finest engineers to be the ultimate killing machine. Using specialized Etherium converted into pure plasma, it unleashes blasts of power unlike anything we’ve seen before. Use it at your own risk!

STATS

Health: High
Heal Rate: Slowish
Armor: Medium (35%)
Damage: Extreme
Attack: Fires a blast of green Etherium-plasma every 2.25 seconds, hitting a single foe for insane amounts of damage. Easily one-shots even some of the stronger medium-sized enemies on lower difficulties.
Range: Average, on par with Shellstorms.
Speed: Equal to Mark X with its speed upgrade.
Respawn: Slow. 25 seconds.

Innate: The Giga Gun can shoot while moving. Its cannon and lower half move separately, with the cannon turning quickly but not instantly.

SKILLS

Giga Beam Cooldown: Very Slow (30 seconds)

The ultimate attack of the ultimate weapon. Blasts a beam of energy for a period of time, dealing constant damage.

- Rapidly deals damage, equates to dealing the attack damage each second for 6 seconds. Will instantly change targets when the previous target dies. Can move while firing, albeit at half speed.

Supernova: White-hot Etherium plasma gains damage over time, causing the Giga Beam to deal more and more damage as it grows closer to the end of its duration.

Overcharge: The Giga Beam now can continue beyond its normal duration by burning through the Etherium supply to last longer. Tap the skill button again to cease it early.
- Drains 20 Etherwatts per second.


Deploy Cooldown: Instant

Switch to deployed mode, turning the Giga Gun into a long-range plasma mortar, gaining double armor and range plus the chance to deflect shots withnits plating while sacrificing movement and cannon turn speed.

- Deploy animation takes 3 seconds. Transforms the lower platform into a dense tripod structure protected by silver plates. Shoots over barriers now. Projectiles have a 30% chance to be relfected back at attackers, akin to Guardians’ deflection ability.

Momentum Shots: Etherium blasts deal +50% damage if they are fired in the same direction the Giga Gun is moving. Alternatively, when deployed, shots deal greater damage based on how far they travel, up to double damage.

- Damage bonus applies to Giga Beam.

Plasma Overload: For every second deployed, gains 2% damage, up to 50%. While mobile, every shot without a break in between (more than 3 seconds go by) increases damage by the same amount.

- Damage bonuses apply to Giga Beam. Each second using Giga Beam while mobile triggers the damage boost.


Super Weapon Passive. (Both apply to Giga Beam)

The Giga Gun is everything the name implies. What more do you need to know?

Ether Conversion: Every enemy slain by the Giga Gun’s Etherium-charged shots adds 2 Etherwatts to the player’s reserve.

Incineration: Enemies at or brought to 25% health or below by a shot or beam are instantly disintegrated.

My goal here with this hero was to create the war machine that Mark X never was to me. My criticisms of Mark X are that, while the abilities it has are fun, I don’t get the sensation of an “ultimate” war machine, as the description of the best crew, best weapons, etc. advertises. Summoning troops and spreading a damaging AOE are nothing more than ways to help support a fight, without really feeling all that “super.” This is why I only gave the Super Weapon only one ability with a cooldown: It puts more focus on the skill, and allows the player to see one moment when mass destruction and ultimate power are truly achieved.

Hence, the Giga Beam. A few seconds of constant, very high damage being dealt to enemies. This burst of damage is meant to look extremely cool when it occurs, balanced by a long cooldown that also makes it more savory when it finally gets used again. But, rather than be just a simple few seconds of wiping out everything, there are tactics to be found for dedicated players. As it deals increased damage the longer it is in use, the player can decide how to use the damage initially and how to use the higher damage later. Should higher threat targets be aimed at immediately to get rid of them as soon as possible, or should weaker enemies be targeted first to minimize the amount of enemies on the field more quickly, and save the higher damage for the stronger ones? This skill is excellent for taking out objectives in a pinch, such as buildings or bosses. The Overcharge feature allows the option to enter a truly clutch moment, expending all the player’s resources in an effort to deal enough massive damage to take out whatever needs to be destroyed.

The Deploy ability was inspire by the Halo Wars cobras, which could transform and become powerful building killers with greater range and armoe but no movement. Here, the Giga Gun gains similar bonuses, with upgrades to its capabilities in both forms. A micro expert can increase the damage of shots either by moving in the direction of shots or by having really good positioning when entering Deployed Mode, increasing the distance shots travel to build up more damage. The Giga Gun is an excellent sniper thanks to its upgrades in Deployed Mode, and can help come out on top during a clutch moment thanks to the armor boost and deflection chance when enemies are harassing the hero while it targets a faraway, important area.

Both skills work in tandem, allowing the Giga Beam to be used at a distance to decimate a base from afar or to charge forward and deal massively increased damage to enemies, opening up the path for the player’s army to push through. The passives help support the player’s other forces by gaining Etherwatts for each kill, made easier to achieve by the instant disintegration of low-health targets.


Agony

[+] SPOILER
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A female human soldier dressed in somewhat dense black ranger armor. She has a thick cloth covering the lower half of her face, protecting her mouth and nose from the elements, and leaving her nose ridge, eyes and thick black eyebrows exposed. Her shoulder-length hair is black, stringy, messy, and soaked in sweat. In her hero portrait, she has her arms folded, looming over the screen thanks to the low angle, and looking down at the player with her eyebrows furrowed. Her hero icon is the same face, zoomed in.

In-game, she also keeps her arms folded when idle. She battles by pulling out 2 large, black submachine guns strapped to her sides, and firing them rapidly. When moving, she puts them back and sprints to a location, putting her all into every step to move as fast as she can even wearing her heavy armor. Finally, she has a large rocket launcher strapped to her back.

Agony is the daughter of one the most famous Iron Marines of all time, Lieutenant J. Amorin. He set the precedent for all troops with his skill and courage. Every man respected him, and no alien could outsmart him. However, as great a man as he was, he was still mortal. Tragically, he died fighting against a Fell attack, when they ravaged one of our space colonies, taking hundreds of innocent lives.
Watching friends and family die broke the little girl the Lieutenant could've raised. We found her hiding in a makeshift fort of scavenged materials left by the attacks, and asked who she was. Keeping her real name a secret, she herself the nickname “Agony.” Some say it is because she tries to deny what happened that she replaced her name. Others assert it is because she accepted the world as a cruel place and to be a part of it, she must be cruel as well. Whatever the reason, we don't dare ask her ourselves. She would snap us in two.
Agony is terrifying. She breaks her enemies. They broke her, after all. Taking after her father, she became a superb trooper. None of our other soldiers bested her muscle and resolve. She was always at the top. Especially now on the field, she stands out in our army. No gun is too dangerous for her to use. No opponent is too big for her to tackle to the ground. No army is too fearsome for her to bat an eye. Toughest of the tough, Agony lives up to her name. Be glad she's on our side!


STATS

Health: Good
Armor: Very low (10%)
Attack: Very High.
Wields twin submachine guns that she fires simultaneously, dealing similar damage to Uranium Ammo with her basic attacks.
The catch? Every 2 seconds, she needs a second to reload. Animation is her aiming the guns up and swapping out their ammo clips at the same time.
Range: Low. Equivalent to a Flamewalker, which is low for heroes
Speed: Average. Puts her guns away and runs as if she's putting her all into each step.
Respawn: Very Slow (by IM standards) 30 seconds

SKILLS

Scatter Bombs: Cooldown: Fast (14 seconds)
Agony tosses 3 grenades at once, exploding for area damage at different targets.
- Individual grenades must have a unique target or they explode on the ground. The spread can be up to 135 degrees.
-Animation: Agony leaps into the air and does a spinning kick, releasing grenades in front of her.

Mine Layer: Bombs without a target can be used as mines. Up to 6 mines at a time. Old mines will explode.

Fatality: Enemies on low health will receive double damage from explosives if it ensures their demise.

Demolitionist: Cooldown: Slow (35 seconds)
Bringing out the Big Guns, Agony used a rocket launcher to shoot a selected area for massive area damage.
- After selecting the skill, the player uses the same system as the move order to draw a line to the area that they want the rocket to strike. If it is too close or too far (more than double her normal range) the skill will cancel and be usable again immediately.

Shrapnel: Shrapnel blasts increase damage and AOE by 20% and blow up infantry's lower halves, rendering them unable to move until they fully restore their health. (They can still shoot, just not walk anywhere)

Sadism: If the rocket hits a direct target and destroys it, Agony and nearby units gain +33% to all stats for 6 seconds.

Eternal Agony: Passive
Agony has seen it all. Fearless and fearsome, she makes the tough look weak in contrast.

Fearless: Agony holds her ground, gaining 10% bonus damage and armor for each enemy in her sight.
- Armor stacks up to 70%. Damage has no cap.

Invincible: Agony can be respawned at any time with health proportional to the percentage that she was done respawning normally.

QUOTES

Agony has the deepest voice of all females in Ironhide games thus far. She says most of her lines impatiently or sadistically.

Tapping on portrait: "WHAT're you looking at?" (Imagine each words being said more slowly than the previous to get an idea of the delivery)

Selection from hero room: "You will remember my name."

In-game quotes (includes the two above): "Nothing scares me anymore."
"Ya in?"
"Whatever, punk."
"Who wants some?"
(Mocking tone) "Scared, bud?"
"I know my mission. What's yours?"

Targeting for Demolitionist: "Just tell me where to shoot."
"They won't move."
"Who dies next?"

Annoyed: "You won't be laughing when I’m ordering you around."
"I hope you miss the bones I break."

Left inside the escape pod: "Ugh, I can feel my muscles weakening."
(Through gritted teeth) "My father didn't die so I could do nothing."

Killed: "BIG mistake, pal!"
"I will find you. And I will kill you."

Respawn: "I will not be slain so easily!"
"I’m ba-ack!"
"I wasn't done."
"I shall wear my scars as trophies!"


Agony is the hero I dream of having every time I play Iron Marines. If I could sum up my dissatisfaction with some of its heroes, it would be that too few of them have a genuine feel to them, the way a hero like Dante, Bonehart, Lynn, or othrs in Kingdom Rush would. Especially with Trabuco, who I feel was meant to be the go-to tough guy hero with the capability to kill units the most efficiently, and is so confident and experienced that it fits. However, I don’t really get that out of him, and I figured I’d make a hero who I believe would achieve that feeling. This is where Agony was born into my mind: a trooper who was tougher than the toughest, not because she was big, bulky alien, but because she so badly wants to be this tough that she puts her all into it, becoming an expert in weapons and tactics, working to achieve frightening physical prowess, and letting nothing get in her way.

I did everything to make it seem that way. Her appearance, her animations, her dialogue, and of course, her playstyle. Being the super trooper that she is, she has the ability to take on most any challenge head on. I tried to fit in as many options as possible with all of her skills to make her extremely versatile and powerful while sticking to her aesthetic.

Scatter Bombs serves multiple roles. One is to be a quick skill that destroys unit hordes quickly when they swarm her and/or units, being especially effective when taking out weak but numerous threats by dealing extra damage to ensure their deaths. The other is to set up traps for enemies, creating enough mines that Agony can lead a powerful foe to its death by letting it trigger all 6 mines set up, totalling to massive damage, or helping her defend an area by creating a barrier of damage. Thanks to the multiple bombs with their own AOE damage, it can be distributed at the player’s whim to serve as a source of damage in any way.

When Scatter Bombs are not enough, Agony’s rocket launcher should do the job just fine. The massive AOE will decimate troops, but unlike Scatter Bombs, it can be fired at a long range and directed at a desired location. So, in the midst of laying out mines to protect an area, Agony can deal significant damage to a faraway incoming enemy horde with a rocket. Alternatively, while charging through the front lines and clearing out the immediate threat of enemies with Scatter Bombs, Agony can then take out her rocket launcher and blow up the next enemy group in her path, with Scatter Bombs recharging in time for a third enemy horde, allowing her to completely push through everything short of invincible. When upgraded, this skill becomes even more beastly, as it can immobilize units completely, leaving them stranded to be picked off by other troops, or Agony herself. I can just imagine her swooping down on these crippled enemies, showering them with grenades and her deadly gunfire, killing them all. Another use for this skill is when assaulting an enemy base, as Agony can shoot from a distance to weaken all the enemies in an area, destroying something so that she triggers the stat boost for units with her to allow the army to charge into battle, taking down everything in their path. Agony can handle herself just fine, but that doesn’t mean she doesn’t care about the rest of her team. She wants to bring the enemy aliens down however she can, and inspires troops to be as good as her while providing leadership thanks to her battle expertise.

Finally, Agony faces enemy hordes fearlessly, becoming stronger to keep up with the greater challenge of more foes. This makes Scatter Bombs all the more effective for crowd control, and makes her even better at taking out a group leader by targeting it while she has boosted stats. Enemies can try to kill her, but she’ll just keep coming back. Agony’s will is stronger than a human body, and it shows when she respawns at any time, regardless of her health. This makes an especially powerful combo with other units, as they can shield for her while she attacks at extremely low health, healing because she isn’t taking damage. Diplomats in particular make her impossible to take out of the fight.

The burst damage of Agony’s guns is really good against targets within a certain health threshold, killing them just in time before she reloads. Anything above that is her only weakness, as the repeated burst damage, as powerful as it is, will not be enough for her to stand against truly powerful foes alone and survive. Again enemies in a group, Agony will fare better by gaining stats from Fearless, but to truly shine, she needs the backup of an army. Agony walks proudly among the Iron Marines. When united, she helps them decimate troops by being the ultimate soldier herself, and together, they can take on any challenge.


Kranos

[+] SPOILER
Deep glowing blue eyes of energy, a crown-helmet of sorts that seems to be attached to his face, with metal towers rising upwards to give a grand air to his head, and a long, thin staff topped with a - all of these give one pause when lookin upon Kranos, for he is grand and mighty. Nothing about him suggests physical strength, but the tower helmet of his and the everlasting sheen of his light armor makes him otherworldly. An accurate description for one who has mastered the secrets of time and space.

A brilliant mind in search of way to restore life to his deceased lover, Kranos embarked on a journey across the galaxy to fine one. He came across a time portal, and, hoping he could reverse the effects that took his lover’s life, attemptd to use it. However, he was sucked into the portal himself, and then separated as he was pulled through space and time itself.

Kranos spent nothing short of ten thousand years in the space-time continuum. He went insane. But then he went so insane that he grew bored of insanity, and became sane again. It was then that he was able to observe, feel, and understand the inner workings of space and time.

Kronos returned from the portal, seemingly no time having passed, and his beloved lost. However, his journey through time gave him a new sense of purpose, and he went on to protect the galaxy with his powers.


STATS

HP: Low
Armor: Low
Damage: Medium
Respawn: 20 seconds

Kranos attacks by charging a disc of energy in his free hand and throwing it at an enemy, dealing damage over the course of a second as it slices them and depletes its own energy.

SKILLS

Wrinkle in Time
Cooldown: 15 seconds

Trace open a ripple in space-time that tears apart the particles of anything inside it. The damage it deals reverts if the enemy survives.

Foresight: Communicating with himself in the future, Kronos can charge the skill even when it is already charged, allowing him to store up to 3 ripples at once.

Continuum: Increases maximum ripples to 6 and causes each enemy destroyed inside a ripple to increase its duration by 1 second.

Reality Check
Cooldown: varies

Kranos’ experience with space-time’s flow allows him to detect randomly-occurring lapses in the space-time continuum. He has 5 seconds to take advantage of it, completely freezing nearby enemies in time, before the lapse restores itself and recharges again.

Homeostasis: Kranos wills the lapses to occur more frequently, reducing the range from 15 - 60 seconds down to 15 - 30 seconds.

Spare Time: When a lapse is not used within 5 seconds and expires, Kranos wills the next lapse to last for up to 10 seconds, as well as the time freeze duration.

Time Walker
Passive.

Kranos’ knowledge of space and time allows him to look into the immediate future, charging his energy discs less if he knows he needs less dmaage to finish them off.

Prescience: Kranos can spend more time further charging his basic attack for exponentially more damage until he has just enough to fully slay his target.

Omniscience: Energy discs with spare damage after slaying their target will ricochet to nearby enemies or return to Kranos, charging up his next attack based on their leftover damage.

Dialogue

Kranos can switch from dramatic, booming dialogue to playfully insane quips in an instant... or an eternity. Rather than most heroes, his dialogue does not cycle, but rather is chosen at random excluding whatever his previous 2 lines were.

Hero Room:

“Late is the hour.”
“It’s about time!”

Moving:

“Time is of the essence, MY essence.”
“I see that which others cannot.”
“I think in centuries.” (Based on the 2015 film Spotlight)
“I was insane. But I grew bored of it, and became sane.” (Quote from Professor Paradox in Ben 10)
“It’s just a question of time!” (Depeche Mode song)
“Wait a second, I’ll be there in a minute.”
“ADVENTURE TIME!” (Self-explanatory)

Using Overtime:

“Stop... and watch!”
“Need a minute? Or TWENTY?”
“Time’s up!”

Death:

“It’s time for me to get a watch.”
“Give me a minute...”

Kranos’ playstyle involves time in as many ways as possible. Not only is it his theme, but also the way he uses his skills is based off of timing. While his first skill allows him to charge up multiple time ripples to deal insane damage to enemies, destroying armies with all 6 used at once, his other skill must be used within a timeframe or else it will be forced to recharge again. Thus, downtime can be used to build up more power so he can unleash a storm of destruction with Wrinkle in Time, but Kranos can also stay in combat for extended amounts of time, frequently using Reality Check to freeze enemies. His basic attack also requires good timing, for he will spend longer charging energy into his discs to deal exponentially more damage, but perhaps the player doesn’t have a second to spare and needs him to attack immediately. Planning ahead of time is necessary to get the most out of Kranos, but not everything is certain enough to guarantee all will go as expected. Improvisation is also necessary.
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Re: Big Bad Iron Marines Heroes

by RaZoR LeAf » Sat Nov 25, 2017 8:04 am

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Re: Big Bad Iron Marines Heroes

by LeonSA » Sun Nov 26, 2017 10:15 am

Wubba lubba dub dub!
(i got password back,im alive again!~)
Just my luck.
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Re: Big Bad Iron Marines Heroes

by Big Bad Bug » Sun Jan 28, 2018 3:16 pm

Updated with my classic hero archetype for every Ironhide game: Grim, the Reaper, this time in Iron Marines fashion. :D
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Re: Big Bad Iron Marines Heroes

by Big Bad Bug » Mon Jul 30, 2018 5:25 am

UPDATE: 2 New heroes!

The first is the Giga Gun, a dangerous new design for what could be the ultimate weapon the Iron Marines have ever used!

The second is Agony, a human fighter, but with the skill and motivation to stand out and be the best damn soldier you’ll ever see.

:hero:
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Re: Big Bad Iron Marines Heroes

by tmn loveblue » Mon Jul 30, 2018 11:22 am

My reply will have no level of order in it.

Not-first things first:

The Giga Gun, aka Mark X replacement

I like the theme, having a mega weapon, mobile and deployable, on the field is simply an amazing addition to one's army. It feels great to have a moveable tank-sentry gun that blow enemies to bits one by one with large, concentrated Etherium laser beams.

With that said, such large, concentrated laser beams may prove impractical on the field due to the large number of inconsequential foes that each takes 2.25 seconds to kill. Hench, Deploy is a must have upgrade in order to clear this annoyance. I hope in IM we have good infantry tanks to soak up damage while the Giga Gun shoots from behind. Three seconds is a long time in a fast-paced battle, accurate usage of Deploy is crucial for successful management of the Giga Gun.

Giga Beam is like a equivalence of Thunderbolt and Rain of Fire, mega long CD but massive damage to compensate. With a 30s CD, this ability is not to be used liberally, only to clear out a massive horde or a base. 6 seconds is short for a duration, so timing has to be right so it isn't wasted. I like the Gold upgrade, Overcharge, as this allow a little more flexibility in using the laser, wasting a bit of Etherwatts to clean the field better.

Overall, this massive gun shall live up to its role, but only when the player knows how to manage it well ahead of time and establish a solid defense around it. The Giga Gun, when used right, will slowly and surely make its way to victory for you.
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Re: Big Bad Iron Marines Heroes

by Ninja » Mon Jul 30, 2018 5:28 pm

Gigs Gun is awesome! It really would be a crushing force on the field of any battle, and it would certainly be the centerpiece of attention at most times. It really gives off the feel of an all-powerful herald of destruction. Your aesthetic goal for this one has been masterfully achieved.

One extremely minor and potentially nonexistent gripe is the theoretical problem of the Giga Gun requiring a little too much attention, to the point of potentially frustrating babysitting. What I mean is mainly the following (although the extremely precise micromanagement requirements are also a factor in this, despite being entirely appreciated, especially by a player like myself): that Giga Beam, while awesome could get tedious in just how exactly it must be managed. First off, all eyes must be on the superweapon when the ability is active due to the fact that you simply won’t get the massive potential reward out of it unless you personally control the Giga Gun for its duration. That, while being deeply thematically attractive, is not very practical in high-pressure situations where the player is engaged on multiple fronts. Furthermore, if you are unfortunate enough to give up your attention at the wrong moment to another matter, then Overload will make you pay dearly before you discover a few seconds later that your resources have dwindled to mystifyingly low amounts, finally turning the beam off at a very regrettably late moment. This is greatly mitigated by the argument that it is due to the player’s inattentiveness and not the hero’s own fault. However, the decision on whether that’s a bit harsh is up to you ...

Other than that, I love the synergistic abilities that you always display in your heroes. Your natural knack for ability combinations is not found wanting, as usual. The hero is imaginable in the game and sounds fun to use.
I really like this one. :star:
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Re: Big Bad Iron Marines Heroes

by Big Bad Bug » Mon Jul 30, 2018 10:22 pm

Wow, thank you all for the feedback! This is so nostalgic. :D

tmn loveblue wrote:My reply will have no level of order in it.

Not-first things first:

The Giga Gun, aka Mark X replacement

I like the theme, having a mega weapon, mobile and deployable, on the field is simply an amazing addition to one's army. It feels great to have a moveable tank-sentry gun that blow enemies to bits one by one with large, concentrated Etherium laser beams.


I’m really glad you like it! My goal with this was to create this awe-inspiring “mega weapon” as you put it, so this is music to my ears! :D

With that said, such large, concentrated laser beams may prove impractical on the field due to the large number of inconsequential foes that each takes 2.25 seconds to kill. Hench, Deploy is a must have upgrade in order to clear this annoyance. I hope in IM we have good infantry tanks to soak up damage while the Giga Gun shoots from behind. Three seconds is a long time in a fast-paced battle, accurate usage of Deploy is crucial for successful management of the Giga Gun.

Giga Beam is like a equivalence of Thunderbolt and Rain of Fire, mega long CD but massive damage to compensate. With a 30s CD, this ability is not to be used liberally, only to clear out a massive horde or a base. 6 seconds is short for a duration, so timing has to be right so it isn't wasted. I like the Gold upgrade, Overcharge, as this allow a little more flexibility in using the laser, wasting a bit of Etherwatts to clean the field better.

Overall, this massive gun shall live up to its role, but only when the player knows how to manage it well ahead of time and establish a solid defense around it. The Giga Gun, when used right, will slowly and surely make its way to victory for you.


Yeah, crowd control is definitely a weakness of the gun. Giga Beam, however, deals rapid damage over time and should be able to quickly pick off enemies even in hordes, albeit rarely due to the cooldown. Although it deals the attack damage each second (though far more so with upgrades) each damage point “ticks” much more frequently than a second; like poison damage in KR that can deal 6 damage a aecond by dealing 3 damage each half second, I imagine a constant beam of damage as quick as 1/10 of a second.

Ninja wrote:Gigs Gun is awesome! It really would be a crushing force on the field of any battle, and it would certainly be the centerpiece of attention at most times. It really gives off the feel of an all-powerful herald of destruction. Your aesthetic goal for this one has been masterfully achieved.


To avoid repeating what I said to tmn loveblue about being glad to see that the theme of a super weapon has been achieved, I’ll instead say that “Gigs Gun” is a much less fearsome albeit funnier name for the weapon. :P

One extremely minor and potentially nonexistent gripe is the theoretical problem of the Giga Gun requiring a little too much attention, to the point of potentially frustrating babysitting. What I mean is mainly the following (although the extremely precise micromanagement requirements are also a factor in this, despite being entirely appreciated, especially by a player like myself): that Giga Beam, while awesome could get tedious in just how exactly it must be managed. First off, all eyes must be on the superweapon when the ability is active due to the fact that you simply won’t get the massive potential reward out of it unless you personally control the Giga Gun for its duration. That, while being deeply thematically attractive, is not very practical in high-pressure situations where the player is engaged on multiple fronts. Furthermore, if you are unfortunate enough to give up your attention at the wrong moment to another matter, then Overload will make you pay dearly before you discover a few seconds later that your resources have dwindled to mystifyingly low amounts, finally turning the beam off at a very regrettably late moment. This is greatly mitigated by the argument that it is due to the player’s inattentiveness and not the hero’s own fault. However, the decision on whether that’s a bit harsh is up to you ...


I see your point. Iron Marines is a hectic, fast game - much more so than anything else Ironhide has created video game-wise. I should hope that the sheer power of Giga Beam in those 6 seconds means that when it is used, focusing one’s attention on it is not a sacrifice of attention to babysit the hero, but rather wisely choosing to give the attention to the hero as Giga Beam is used, in order to capitalize on its role as the most efficacious tool in the player’s arsenal. ;)

One subtle benefit to Deploy is that by being able to switch modes, the player should have more control over the hero, meaning that it will be less likely to something the player did not intend as long as they are microing the hero. It’s a tough call on where the line is between good micro and babysitting. After all, is it babysitting to keep moving heroes like Dante or Lynn so that the player ensures they use their powerful skills against a more fitting target, or is it simply a fun feature of their playstyle? I say the latter, and hope that it applies to the Giga Gun as well. If not, I’m welcome to any suggestions you have to fix this. :hero:

Other than that, I love the synergistic abilities that you always display in your heroes. Your natural knack for ability combinations is not found wanting, as usual. The hero is imaginable in the game and sounds fun to use.
I really like this one. :star:


That’s so wonderful to know! I’m glad that you think I haven’t lost my touch in my absence from the forums, and flattered to receive such a compliment. :mrgreen:
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Re: Big Bad Iron Marines Heroes

by tmn loveblue » Tue Jul 31, 2018 1:23 am

Hah, in my opinion, in order to avoid needing too much attention for the Giga Gun and instead focusing on mobilizing your other units, I can drop the Giga Gun to Deploy mode, in which case the large range and AoE allow me to put it far behind allied lines and still being useful. Plus, the AoE would be quite satisfying. I personally would not use the Giga Beam until all is set up for the Beam to take the whole spotlight, all units have been positioned right to protect the Giga Gun while the Beam is active. The 30s CD is quite long for me to avoid using it in any other way than carefully planned, well-micromanaged situations.

The Giga Beam should have a unique, screen-wise notification to announce when its duration is about to end and Etherwatts shall be used henchforth. I imagine a greenish glow that gets more intense to the end of the duration, and raised sound effect when Etherwatts is started to be consumed. I still think this is a good addition, adding a lot more complexity and depth for the Giga Beam and the Giga Gun in general. It negates partly the short duration. It also have a nice addition of giving a choice to the player, either stocking up Etherwatts for units and towers, or save it for the Giga Beam for a sweep of mass annihilation (Should the damage of the Beam be raised rapidly over time as Etherwatts is being consumed, to make the intention of using Etherwatts extensively more satisfying?). The more Etherwatts used, the longer Giga Beam's duration extends, further raising its damage beyond the normal point.

I seriously agree with Ninja. The Giga Gun is awesomeness incarnated and have great synergy between skills. I mean, this Gun is apparently designed to have its shining moments on the field. In no way it is made to be a consistent unit. No, the Giga Gun is the spotlight.

P.s: I think each person can only be quoted once per comment, BBB. You should use the blank quote to address additional points.
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Re: Big Bad Iron Marines Heroes

by Big Bad Bug » Sun Sep 16, 2018 5:00 am

Update! I put every hero in spoilers now, and give them each a color for their name to add some uniqueness. On top of that, Agony now has a picture I drew for her. I have 3 other heroes in mind at the moment who I plan to upload as soon as I make artwork of them, as well. :D
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Re: Big Bad Iron Marines Heroes

by Big Bad Bug » Fri Oct 12, 2018 2:56 pm

Updated with Kranos, the Time Walker. :hero:
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Re: Big Bad Iron Marines Heroes

by tmn loveblue » Sun Oct 14, 2018 2:59 pm

Okay I like this new hero. So if I get it right, his first skill deals no damage unless it kills the enemy outright, right? It's an interesting mechanism, though takes a while to get used to. The multiple charges might help, tho.

On the other hand, what I like most about Kranos is, other than his obvious reference to both Thanos and Kronos, the versatility of all of his skills. Forethought and positioning Kranos before time is apparently crucial for maximum effectiveness, because Wrinkle In Time wouldn't do nothing unless it kills something, and Overtime (lame name btw) has a tiny trigger window and hella CD until later ranks. It is still original and really effective tho.

His basic attacks is something worth mentioning, too. I reckon that he will deal low damage until Time Walker is up and going, then he deals a hella damage in trade of longer charge time inhibiting mobility, and lack of consistent, streamlined damage from his auto attacks as oppose to other heroes. Mobility is an issue, as well, being as squishy as he is, and need to come close to enemies to trigger his skills, Kranos would need a fair amount of experience to play well.
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