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SWORDSMACHINE 004 // SWORDSMACHINE PRIME // PROTO-SWORDSMACHINE // SWORDSMACHINE ULTIMA // ULTIMACHIME
TYPE: SUPERIOR MACHINE HEIGHT: 7’3 GENDER: FEMALE DATA: Modified and Combat Ready, this Swordsmachine has upgraded itself to be Powerful…
This new V2 // Swordsmachine-hybrid used of V2's wings and turn it into a Light-Blade Sword, take V2’s superior hardware.
Yet it took inspiration from V1’s Experimental Blood Absorption Plating and V2’s Durable Plating too..turning this beast into a walking tank.
Yet it’s unknown why it crafted itself to be more powerful like it’s predecessors..
WEAPONRY Piercer Slab Revolver, Core Eject Shotgun, JumpStart Nailgun, Malicious Railcannon, FireStarter Rocket Launcher.
Appearance: Swordsmachine 004 is a large, humanoid machine with a tall rectangular head. Its armor is painted Green with black joints, with a damaged, burnt appearance that is likely caused by battling with the residents of Hell. Its eyes are on the top of its head, mismatched in positioning, which glow blue and a bandana on its head. Six, glowing wing - like protrusions come from its back which enable its aerial maneuverability, dashing, ability to store weapons that are not in use. Its lower right arm is a Core Eject Shotgun, despite it having a handle and trigger, on its lower left arm is holding a modified Light-Blade Sword made out of V2’s wing, As the Swordsmachine swings this sword, it glows Blue, Red, Green and Yellow and leaves behind a lingering a trail of light.
Piercer Slab Revolver Appearance: Energy-powered, single-action railgun-revolver hybrid.
Core Eject Shotgun Appearance: The Core Eject Shotgun appears to be a futuristic, double-barreled, break-action shotgun. 2 cylindrical cores can be found in the chamber, which is flipped open to vent the overheated cores on primary fire and ejected as a single projectile on secondary fire. After ejecting a core, the 2 cores are replaced with a flip of the shotgun. Placed around the shotgun are displays that show how far the core will eject, which goes from blue to red as it charges. During the shotgun's idle state, the meter glows blue.
JumpStart Nailgun Appearance: The Jumpstart Nailgun is almost identical in appearance to the other two nail guns, being a bulky double-barreled weapon with glowing spots along the barrels. The only difference is the interface, colored in various shades of red, with text on top that shows various information about the use of weapons such as distance, weapon phase, etc. the middle strip shows the maximum distance to the enemy and whether they are within the range of use. the bar at the bottom that appears only when using alt fire shows the progress of the attack and is filled with white. When the player is outside the alt fire radius or the target is blocked by the environment, a flashing cross will appear on the interface for about a second before the cable breaks. It is possible when the charge is almost charged and if you move away from the attack radius, the weapon can fire in that second.
Malicious Railcannon Apprarance: The Malicious Railcannon is a large orange, silver, and light-blue gun that, as its name suggests, resembles a hybrid between a railgun and a cannon. Three yellow-orange wires run from its base to the tip of its barrel, and four horizontal screws run along either side, steadily screwing themselves in and spinning as the weapon recharges. When fully charged, the light on the top as well as at the base will start to glow, a wheel on the side begins to spin, the barrel hums with an orange glow, and the entire weapon will begin shaking and emitting a muted bass-like humming noise.
Firestarter Rocket Launcher Appearance: It is an orange and silver arm-mounted rocket launcher with a reciprocating launch tube. A holographic projector at the top rear of the receiver displays variant-specific information to the user, it has a red holographic gauge that keeps track of its oil reserve. When not firing, the gauge turns gray upon going under 25% of its fuel capacity.
MECHANICS
Piercer Revolver Mechanics: The Alternate Revolver fires two 1.25 damage hitscans, totaling 2.5 damage per shot. These have piercing, allowing hitting two enemies at once.
Charge Shot fires six 1.25 damage hitscans, totaling 7.5 damage, with a longer recharge.
Core Eject Shotgun Mechanics: primary fire will cause the shotgun to fire a random spread of 12 pellets.
alternate fire and releasing will eject a core from the shotgun while holding it down increases the ejection distance. Ejected cores cause an explosion on impact, dealing 3.5 explosive damage
JumpStart Nailgun Mechanics: The Jumpstart Nailgun fires a barrage of nails on the primary fire, continuously spraying as the trigger is held down.
alternate fire of Jumpstart Nailgun in range shoots a cable forward, sticking to enemies. It will not deal any damage directly, but it will increase the fire rate of the primary fire greatly. The charge meter will slowly increase, and after roughly 5 seconds of a sustained connection or immediately upon the enemy's death. the cable's end will burst and the target is shocked, triggering an electric explosion.
Malicious Railcannon Mechanics: primary fire will instantly fire out a hitscan beam, producing a large explosion on impact. This explosion is very useful for wiping out big groups of lesser enemies and damaging stronger bunched-up ones, dealing 8.25 damage on direct impact.
FireStarter Rocket Launcher Mechanics: primary fire will fire a rocket from the barrel with about a second between each shot. They deal 3.5 damage
alternate fire will create a stream of oil, When ignited by a rocket, the oil will deal 1 damage.
you made it to Purgatory’s first layer… Pride..and now at PR-4 this level will get you to the second Layer of Purgatory: Envy..a layer with grey grass and enormous white crosses in it…after defeating a ton of enemies…you are at the exit but the exit door locks…then…a Swordsmachine of different type lands…it looks the same as other swordsmachines but different…it has the ID 004 on it chest…a fight is gonna start
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