Aiding the E.G.G.M.A.N. (Sonic)

Voting is open
So Im wondering if we should go straight for the hardlight capstone on mecha sonic, it seems like bots typically have two possible capstones and I want to see what his other one is before we make a choice.
 
So Im wondering if we should go straight for the hardlight capstone on mecha sonic, it seems like bots typically have two possible capstones and I want to see what his other one is before we make a choice.
What would that capstone even be cause we kinda went all in on the hardlight side, unless we get a capstone that allows mecha to reach super with a fake emerald.
 
Alpha's cap choices were Super durability and electricity usage

Mecha sonic will likely get a Speed Boost cap option alongside Light
Possibly but with Alpha we had upgraded those two aspects of him with Mecha we've mostly focused on his light drive not anything else that enhances his speed like the second dash.
 
Your ignoring he was still based to be able to keep up with a superfast hedgehog, I imagine speed is the idea Eggman thinks of when creating a machine replica of him.
Ya but unlike metal sonic he can't evolve or grow stronger he is stagnant he is fast but sonic could outpace him I'm not saying he needs more speed what I want is armor

Not to mention shadow and other enemies sonic us since they become faster to keep up with sonic in the first place
 
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Ya but unlike metal sonic he can't evolve or grow stronger he is stagnant he is fast but sonic could outpace him I'm not saying he needs more speed what I want is armor

Not to mention shadow and other enemies sonic us since they become faster to keep up with sonic in the first place
I'm not saying ignore Armour for speed, I'm saying its most likely his path will be speed based regarding capstones like how defence was for Alpha
 
So, getting Better Armor, a Light Drive upgrade, maybe the Jet Booster upgrade? A bit more spread out upgrade this time around?

How's that sound?
 
Doubt we can do all four
It might depend on how many points we can get…

If we get 60 Points again, we could grab Better Armor, Super Jet Booster, and maybe one more Upgrade from either Chaos or Light path.

Not sure what else a Chaos path could do, since we've already boosted his Chaos Efficiency to the point he can go Super with just a Chaos Emerald. Chaos Drive power? Chaos Control and Chaos Spears?

wait a second….

Shadow was in a tank or something in Sonic Heroes for awhile before he got broken out by Rogue, wasn't he?
 
It might depend on how many points we can get…

If we get 60 Points again, we could grab Better Armor, Super Jet Booster, and maybe one more Upgrade from either Chaos or Light path.

Not sure what else a Chaos path could do, since we've already boosted his Chaos Efficiency to the point he can go Super with just a Chaos Emerald. Chaos Drive power? Chaos Control and Chaos Spears?

wait a second….

Shadow was in a tank or something in Sonic Heroes for awhile before he got broken out by Rogue, wasn't he?
IIRC that was a stasis/medical tank rather than a study tank, so IDK how much usable data we would've gotten from him, if the doctor expressly ordered us to keep him there instead of doing any research into how his powers worked.
 
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Wouldn't Eggman have just taken all the data on Shadow he needed from the Ark while he was controlling it? He was made there so it should have all the data unless gun deleted it.
 
Current Info Sheet
Official Quest Research Sheet
Now ran by MrWealthman.
  • Egg Pawn:
    • Egg Spears: A basic melee weapon. 1 Point.
    • Egg Gun: A light machine gun. 1 Point.
    • Egg Bazooka: A long ranged weapon that fires a relatively strong laser. 2 Points.
    • Shield: A shield for the Egg Pawns to increase durability. 1 Point.
    • Spiked Shield: A shield with spikes that will hurt speedsters that run into and can take some damage from powerful characters such as the Guardian. 2 Points (Requires Shield)
    • Metal Shields: The strongest shield type currently possible even a powerful warrior would take some effort to smash this defense. 3 Points. (Requires Spiked Shield)
    • Egg Pawn (Pilot): A Blue version of the Egg Pawn with a focus on piloting vehicles. 4 Points.
    • Flapper: An areal version of the Egg Pawn used for scouting. 1 Point.
    • Bomb Flapper: A magenta Flapper variant that drops bombs on the enemy. 2 Points. (Requires Flapper)
    • Gun Flapper: A Flapper with a machine gun attached. 2 Points. (Requires Flapper)
    • Egg Diver: An underwater version of the Flapper with a green coloration. 1 Point. (Requires Flapper)
    • Egg BIshop/Magician: A duel mode variant of the Egg Pawn that can swap between a healing focused 'Bishop' mode and a damage focused 'Magician' mode. 4 Points.
    • Spec Ops Pawn: A much more durable, creatively thinking, and reactive Egg Pawn variant specialized for high danger assignments. 10 Points.
    • Egg Hammer
      • Make New Variant: Creates a new variant using the Egg Hammer Chassis. 5 Points each and each needs a name, swapping is free.
        • Egg Bunyan
          • Swap Ax: Switches out the Egg Hammer's hammer for a newly developed ax.
          • Gauntlet: Turns one of the Egg Hammers hands into a heavy spiked gauntlet, useful if it somehow loses access to its weapon. 5 Points can be taken twice per variant.
          • Paint Job!: Changes the Egg Hammers color… Free! Cannot be taken with command models.
            • Red plaid, like a stereotypical lumberjack shirt.
        • Egg Demolisher
          • Swap Bazooka: Swaps out the Hammers main weapon for a scaled up version of the Egg Bazooka.
          • Shoulder Rocket: Gives the Egg Hammer variant a shoulder mounted multiple rocket launcher. 15 Points.
          • Bombs: Gives the Egg Hammer variant access to bombs, it needs a free hand to throw them though so it will need to put away any melee weapons its holding before throwing. 10 Points.
          • Paint Job!: Changes the Egg Hammers color… Free! Cannot be taken with command models.
            • Flame-patterned, yellow core fading to red at the extremities.
        • Egg Riot
          • Swap Gun: Swaps out the Hammers main weapon for a scaled up version of the Egg Gun. 5 Points to add another gun to the second hand.
          • Shield: gives that egg hammer a shield in its offhand for extra durability. 5 points can only be taken with one handed weapons.
          • Repair System: Allows the egg hammer to repair itself at a slow rate. 10 points.
          • Paint Job!: Changes the Egg Hammers color… Free! Cannot be taken with command models.
            • Matte black.
        • Egg Gladiator
          • Write-in? weapon: One-handed spear.
          • Shield: gives that egg hammer a shield in its offhand for extra durability. 5 points can only be taken with one handed weapons.
          • Repair System: Allows the egg hammer to repair itself at a slow rate. 10 points.
          • Paint Job!: Changes the Egg Hammers color… Free! Cannot be taken with command models.
            • Make it look like it's wearing bronze armor. Put an Eggman Empire logo on the shield, too.
  • E-100 Alpha:
    • Common Sense: Alpha is loyal but tends to follow orders even after he's completed them, leading to such issues as the chocolate incident... this should be fixed as soon as possible. 4 Points.
    • Electric Resistance: Electricity is one of Alpha's biggest weaknesses... you should diminish this. 4 Points.
    • Electric Immunity: Even with his newfound resistance electricity remains one of Alpha's biggest weaknesses... you should eliminate this. 4 Points (Requires Electric Resistance).
    • Strength Booster: Some updates have been made to Eggman's designs so far as lifting and striking power are concerned, you should apply these to Alpha. 2 Points.
    • Strength Booster 4: Further improvements have made Alpha able to tangle with Mobians like the master emeralds guardian on fairly even ground. 4 Points.
    • Cannon: A simple attachment to Alpha's shoulder giving him some form of attack at range beyond launching his fist: 2 Points.
    • Shield Generator: A Small Shield generator hidden within one of Alpha's gauntlets produces a hexagonal energy barrier that can be turned on or off at will. 2 Points.
    • Blade: A generator that produces an energy blade hidden inside one of alpha's gauntlets. 2 Points.
    • Armor up: A simple upgrade to Alpha's durability via improving the quality of his armor plating nothing more and nothing less. 2 Points.
    • Armor up 2: A further upgrade to Alpha's durability this time adding in resistance to Chaos energy. 4 Points.
    • Armor up 3: A massive upgrade of Alpha's durability, with this only a Mobian in their super form can truly cause permanent damage.... short term stunning is sadly still very possible though. 6 Points, this is a capstone ability.
  • Silver Sonic:
    • Speed Increase: While capable of short bursts of speed Silver Sonic is not capable of sustained high speed movement... this should fix that. 4 Points.
    • Quick Dash: Silver Sonic has a significantly delay before he makes his 'Dash Attack compared to his normal counterpart, this weakness should be eliminated. 4 Points.
    • Improved Sensors: Silver Sonic is effectively blind when in his 'curled up' defensive state forcing him to exit it often, improving the sensors should mitigate this problem and allow him to dash for longer periods of time. 2 Points.
    • Turn Dash: Silver Sonic cannot turn when using his Dash Attack, some minor changes to his design should fix this. 2 Points.
    • Climbing Quills: Silver Sonic can attach himself to any surface he comes into contact with while dashing, allowing him to move up vertical surfaces and even upside down should he wish. 5 Points.
    • Armor Update 1: With some effort you can bring Silver Sonic's armor up to par pound for pound with the doctors other machines... with the amount of armor he has it should actually make him somewhat durable. 2 Points.
    • Armor Update 2: Now that he's up to par actually utilizing more advanced armor designs in Silver Sonic's frame should lead to a truly durable machine to add to your masters forces, though sadly his armor would still be quite a bit weaker than Alphas.. 4 Points
    • Dash Armor: Silver Sonic becomes extremely durable when using his dash attack, much less than Alpha but still far above most machines. 10 Points.
    • Laser Eyes: A simple laser weapon added onto Silver Sonic's visual sensors. 2 Points.
    • Hydro Systems: Reworks Silver Sonic to use high pressure water lasers from his wrists, and also enables the further usage of the technology on his frame. 10 Points.
    • Hydro Jets: Silver Sonic can fire high pressure water from his feet to achieve a short ranged hover, requires Hydro Systems. 5 Points.
    • Hydro Boost: Silver Sonic can further increase his speed via shooting water lasers out his quills while in motion, Requires hydro systems. 5 Points.
  • E-100 Delta:
    • Hydro Model: A heavier variant of the Strider made for underwater combat, this specialization unfortunately leaves the Hydro Model comparatively slow on land but allows it to move with incredible grace and speed under the water. While not as powerful the Hydro Model contains durability second only to the Tank Model weather on land or in the water allowing it time to escape back into it's preferred environment when caught out on land. The standard weapons of the Hydro Model are it's sheer size and a torpedo launcher. 5 Points.
    • Water Laser: A powerful weapon that fires water out as obscene speeds, more powerful than most normal weapons but it needs water to recharge. 5 Points.
    • Stealth: The Hydro unit becomes invisible to the naked eye while in water. 10 Points.
    • Sonic Blast: The Hydro Model unleashes a powerful pulse of sound at an enemy, naturally it is more powerful under water and nearly useless against Sonic himself on land. 10 Points
  • E-100 Epsilon:
    • Hover Model: Close to the frame Model the Hover Model was recently thought up by the doctor and gives the E-Series using it aerial mobility alongside powerful claws for both attack and defense. 5 Points.
    • Energy Blaster: A large Energy Blaster capable of devastating large areas either with a succession of smaller blasts or a charge up larger one. 10 Points.
    • Missile Launcher: Launches missiles from the hover units back. 10 Points.
    • Forcefield: A rainbow colored forcefield that helps to defend the hover unit from harm. 5 Points.
  • Egg Mussel/Muscle:
    • Can absorb Chaos energy from surrounding liquids or the atmosphere, using it to power a pseudo Super Mode.
    • Attached machine guns.
    • Attached rocket launchers.
    • Miniature version of the Egg Carrier's main cannon.
  • Ice Ball:
    • Integration: The control mechanism of the Ice Ball being a separate robot may have worked for it's time but at moment you find it a silly addition with little utility... you should integrate is properly with the machine for greater reaction time and the ability to add additional armor. 4 Points. (Mutually exclusive with Ejection)
    • Egg Pawn Integration: It would take a great deal of reworking, but if you so with you could add a variant of the Egg Pawn's hardware into the Ice Ball.... it would take an extreme amount of effort to actually accomplish however. This will allow the Ice Ball to function without an animal power source and be as mass producible as the Egg Pawn. 10 Points.
    • Increased Speed: A few changes to the motors and hardware should let the Ice Ball Reach a high maximum speed. 2 Points.
    • Ice Shot: A modification to the Ice Ball letting it fire a single freezing blast at longer ranges. 2 Points.
    • AI Improvement: Reworks the Ice Balls AI to make it more competent in battle, this can be taking regardless of weather or not you implement Egg Pawn hardware. 2 Points.
    • Mini Bots: A rather extensive modification allowing the Ice Ball to produce and surround itself with freezing shepherds much like the Gohla does with flaming ones. 6 Points
    • Improved Coolers: Improvements to the main weapon of the Ice Ball that increases the range of it's main attack. 4 Points.
    • Ice Armor: The Ice Ball in it's default state creates an armor made up of ice around itself, increasing it's durability... this armor can be recreated if the Ice Ball is still intact for a minor amount of time after it's initial destruction. 4 Points
  • Egg Carrier:
    • Support Craft: It never occurred to you before now, but a carrier is usually a part of a fleet.... perhaps you should start creating some 'smaller' airships to aid the carrier. 4 Points.
    • Remodeling: The Egg Carrier has far to many rings and other assorted objects that the accursed Hedgehog can make use on board... you shall implement machinery to removes these when at all possible. 4 Points.
    • Interceptors: Drones modified for greater air to air combat capabilities. 2 Points.
  • Ice Bear:
    • Standard size: The size of a normal bear. Free.
    • Ice Claws: Adds an aura of cold around the bears claws making them free enemies on contact. 5 Points.
    • Ice Breath: The Bear can breath out an icy stream that freezes enemies caught in it. 5 Points.
    • Missile Launcher: Adds a retractable missile launcher to the bears back. 5 Points.
    • Blizzard Extraction And Reinforcement: An improvement on the units mobility this upgrade takes the form in retractable thrusters on each of the machines limbs. 15 Points.
    • Laser eye: Gives the bear the power to shoot lasers from its eyes. 5 Points.
  • Chao Egg:
    • More efficient Chaos Energy manipulation
  • Tails' Blueprints:
    • Fake Emerald
  • Chao Raising:
    • ...Actually raising it?
  • Infrastructure:
    • Anti Burning Platforms: One of the biggest problems with working infrastructure in the Oil Ocean is that single small issues can ignite the entire thing and create an inferno capable of melting even the metal most infrastructure is made up off… a few modifications and you should be capable of making a platform that can withstand the heat and allow for the usage of other infrastructure without this risk. 10 Points.
    • The Egg Harbor: It's a harbor used for the construction of large seagoing ships…. It is not an overly complicated thing to create. 5 Points.
    • The Egg Broadcasting Center: You master desires to send his message out to the world… but if he attempts to do so it is likely that any TV stations will refuse to carry his wonderful channels… you will make it so that his word is an option even if these media moguls refuse to officially host them!..... All that will due to with this device is mean that the masses will get extra channels for free! 10 Points.
    • Tree accelerator: To make a forestry that works you need a source of trees, with some minor biotechnology you can make a device capable of creating truly massive forests of beautiful trees in no time… perfect for cutting down! 10 Points.
    • Fish Tanks: It will require a… modest amount of effort to design fish storage units of the size needed for your creators future aquarium. 5 Points.
    • Mega Muck Mixer: The first element to making a good chemical plant is to have a source Mega Muck production, updating the doctors old design should do well enough. 5 Points.
    • On Ice: Animals are an important source of power for your creators inventions, a storage plant equipped to place the creatures under stasis would go a long way towards making sure he has access to a ready supply when needed. 5 Points.
    • Super Saws: Made to split open even the toughest of mutations when paired with the growth accelerator these saws should lead to a supply of wood that is consistent in both replenishment and acquisition. 10 Points.
    • Refinery: An updated refinery for the Oil Ocean facilities it's easy enough to make. 5 Points.
    • Cranes: Massive cranes to help with logistical needs of the Egg Fleet, the dockyard has some cranes naturally of course but this will both add more and optimize the ones already present. 5 Points.
  • MP-Gamma
  • Hey Ho
    • Burning thrusters: you can enhance the thrusters on the Hey Ho to such intensity that should just send it can set fire to the ground directly under it or scorch an unfortunate foe. 5 points.
    • Enhanced Axe: an update to the metallurgy of the Hey Ho's axe should now be able to cut through most common metals though exceptionally armored or durable specimens will still be able to resist it without much trouble. 10 Points.
    • Dual wielding: The power of the Hey Ho's arms are increased and it is given a second ax with which to do battle. 10 points.
    • Weapon skill upgrade: The Hey Ho becomes far more proficient in its weapon of choice allowing it to fight with a masters level proficiency the usage of its ax. 5 Points.
    • Burning wrist: A simple wrist mounted flamethrower. 5 points
    • Throwing axes: Equips the Hey Ho with a near limitless supply of throwing axes to be used at its discretion. 10 points.
    • Micro Tree Accelerator: Implants a miniature version of the tree accelerator into the Hey Ho letting it create and manipulate the extremely durable trees produced by these machines to some extent, it is of course much weaker than the full sized version and as such the trees are do not reach the same immense sizes but it is still more than capable of reshaping entire battlefields. 30 points, this is a capstone ability.
  • Lady Ninja
    • Invisibility: Really is it a stealth model if it can't turn invisible? 10 Points.
    • Jamming: Makes the Lady Ninja harder to detect via means such as radar and other forms of scanning. 10 Points.
    • Smoke Teleport: A teleportation device that releases smoke whenever activated. 10 Points.
    • Advanced Scanner: Allows the Lady Ninja to pinpoint weaknesses in a given enemy's frame. 10 Points.
  • Desert Base Fortification
    • Laser Obelisk: Obelisks with built in lasers, huh they remind you of something but its probably nothing. 5 Points.
    • Outer Walls 1: An additional set of outer walls to make the base harder to break into. 5 Points.
    • Outer Walls 2: An additional set of outer walls to make the base harder to break into. 5 Points, requires 1.
    • Outer Walls 3: An additional set of outer walls to make the base harder to break into. 5 Points, requires 2.
    • SAND Sites: Anti-air missile launchers specifically built to be capable of hiding in sand dunes. 10 Points.
    • Sand Pawns: Egg Pawns specialized to work in sandy environments… Their specialized camouflage makes them almost invisible when fighting in said sandy environments. 5 Points.
    • Sand Sharks: Shark like badnicks… that swim in sand instead of water, fairly self explanatory. 5 Points.
    • Pyramid Defender: A giant robot with dual laser cannons, it rests beneath the sand until activated. 20 Points.
  • Egg Wyverns
    • Mini Wyverns: Small green robots only about the size of a dog, they are still capable of flying very quickly and at great altitudes…. Additionally they have a mean bite and deploy in large swarms. 5 Points.
    • Wyverns: The 'basic' Wyvern equipped with wing mounted missile pods, claws, and of course a bit strong enough to easily shred steel. 5 Points.
    • Gold Wyverns: The most 'powerful' all around Wyvern model for its size, even an ace pilot or flying mobian would at least need to put some effort into destroying it. 15 Points.
    • Pyro Wyverns: Fire, fire, and more fire are the names of the game with this model. Painted a bright red the Pyro Wyverns come equipped with extra rocket boosts, wing mounted flamethrowers, and of course the ability to breathe fire! 10 Points.
    • Mother Wyvern: Massive Wyverns the size of Giga Wyverns, while unarmed save for some point defense turrets they are capable of producing mini-wyverns… or flappers if you choose not to design mini wyverns. 25 Points.
  • Egg Airfleet
    • Frigate, 30 Points 2 Slots. (EEAF Deviled Egg)
      • Flapper Storage: Holds a large amount of Flabbers to deployed against enemy boarding parties either on the ship or on nearby ones.
      • Large Crew: Increases the number of Egg Pawns on the ship either to defend against enemy boarding parties or deploy for ground combat.
    • Destroyer 40 Points 3 Slots. (EEAF Poacher)
      • Fighter Bomber Wings: Drones that can act in either the fighter or bomber rolls but aren't as good at either.
      • Anti-Air Missiles: Missiles that track aircraft. 2 Slots.
    • Heavy Cruiser 70 Points 6 Slots. (EEAF Sunnyside)
      • Battleship Turrets: Large turrets with 3 guns in them. 3 Slots.
      • Bomb: Bombs that can be dropped directly below the ship.
      • Minigun point defense: An array of mini-guns meant to shoot down lightly armored enemies.
      • Flak Point Defense: An array of Flak Guns for defense against close-in enemies.
    • Battleship 80 Points 9 Slots. (EAFF Eggnought)
      • Battleship Turrets: Large turrets with 3 guns in them. 3 Slots.
      • Giga Gun: A really, really, really big gun. 5 Slots.
      • Big Gun: A really big singular gun.
    • Patrol Boat, 20 Points, 1 Slot. (EAFF Egg Drop)
      • Large Crew: Increases the number of Egg Pawns on the ship either to defend against enemy boarding parties or deploy for ground combat.
    • Patrol Boat, 20 Points, 1 Slot. (EAFF Bird's Nest)
      • Flapper Storage: Holds a large amount of Flappers to deployed against enemy boarding parties either on the ship or on nearby ones. 1 Slot. Can be taken multiple times.
  • Secret Facility:
    • Humanoid Pattern Manufactory: A more advanced robotics bay for making humanoid robots. 30 Points.
    • Base AI: An AI to help monitor the base when your attention is elsewhere. 10 Points.
    • Vehicle Bay: An area to manufacture vehicles, pilots not included. 20 Points.
    • Interior Lab: A lab in the interior of the base specialized for 'off the books' research. 20 Points.
  • E-2000
    • Double Shield: An E-2000 variant equipped with 2 shields making it much harder to destroy. 20 Points.
    • Double Gun: The offensive counterpart to the Double Shield the Double Gun has two gatling guns that can make mincemeat of any foe that fight its at range. 20 Points.
    • E-2000R: A flat out improved version of the standard E-2000… it is significantly more expensive to compensate however. 20 Points.
  • Mecha Sonic
    • Light Drive: You have studied the Ancient Light and have found a way to replicate its abilities in Mecha Sonic: 20 Points.
    • Advanced Scanner: Mecha Sonics situational awareness is… spotty at the best of the time an improvement to its scanning systems should improve that. 20 Points.
    • Burning Light: A small adjustment to the light drive should make the energy spheres that Mecha Sonic pulls into it's body actually harmful to touch, a good way to help it charge uninterrupted. 20 Points.
    • Hard Light platform: Adjusting the Light Drive a small amount should let Metal Sonic project hard light from its feat to stop itself from falling in a pinch… and lead the way for other applications. 20 Points.
    • Chaos Efficiency: Needless to say Mecha Sonic needing access to the Master Emerald in order to activate its short term super form is a very limiting factor, some upgrades to the old tech in the chassis should let it do similar with just a held Chaos Emerald. 20 Points.
    • Better Armor: An improvement to Mecha Sonic's armor, he'll never be as strong as the likes of Alpha but he'll at least be able to take hits better than he used to. 20 Points.
    • Super Jet Booster: An improved version of the Jet Boosters employed by the E-100 series that should flat out grant Mecha Sonic inherent flight capabilities… though not nearly as much as a dedicated flier. 20 Points.
    • Scan Scrambler: A nice little device that keeps enemies from getting a good read on Mecha Sonic…. It could even disable another certain annoying counterpart's copying ability. 20 Points.
    • Hard Light Barrier: Enables Mecha Sonic to create a barrier of hard light to protect himself from damage. 20 Points.
    • Hyper Mode (Capstone): With some enhancements… it should be possible to grand Mecha Sonic access to a hyper mode, though it would require all seven Chaos Emeralds and access to either the Master Emerald or Hyper Emeralds. 40 Points.
  • Slot Machine Badnik
    • Turret: The slot machine badnick will be fixed in place but in turn will have a wide arsenal build into it. (Gives 4 equipment slots)
      -Weaponry
      • Token Launcher: Allows the badnik to shoot out Eggman Empire themed Casino tokens at rapid speed…. They have double function as game tokens at any Eggman Empire themed Arcade! The amount of tokens launched depends on the results of the slot machines. 3 shots for most results and 30 for three 7s. (Free)
      • Shield: The Slot machine creates a defensive shield around itself when it lands on a shield symbol. The number of hits the shield can take scales with each instance of the shield (1 Slot)
      • Missile Barrage: The slot machine launches a barrage of missiles when it lands on the missle symbol, number of missles escalates with the number of symbols rolled. (1 Slot)
      • Repair: When the slot rolls of a wrench the badnik repairs every other badnik in the immediate area, two wrenches make nearby badniks faster and three wrenches makes them temporarily invincible. (1 Slot)
  • Baseline SWATbot
    • SWAT Arial: A flying SWAT Bot model with a build in jetpack giving it greater areal manuverability. 20 Points.
    • SWAT Arsonal: A SWAT Bot packed to the brim with weapon using technology from the Omega model E-series, it has lesser mobility but the sheer amount of weapons this model is able to store internally is unmatched among mass produced badniks. 20 Points.
    • SWAT Engineer: A SWAT Bot model able to repair its fellows and construct bridges for other SWAT Bot models. 10 Points.
    • SWAT Cloaker: A SWAT Bot variant capable of invisibility, it is skilled at infiltration and sabotage. 10 Points
    • SWAT Moto: A SWAT Bot with motorized rollersnakes, they are oddly enough very mobile and capable reacting to changes in a battlefield much better than other models: 20 Points.
  • SWAT Vehicles
    • SWAT Van: A Robotic SWAT Van filled with…. SWAT Bots. 10 Points.
    • SWAT Bike: A bike with a SWAT Bots head acting as the controlling mechanism, it has build in rocket launchers. 10 Points.
    • SWAT Copter: A cheap yet affordable helicopter piloted by it's own AI, It can carry 2-4 SWAT Bots into battle. Thankfully while it is fragile most SWAT Bots are durable enough to survive 5 Points.
  • Egg Pawn:
    • Cannon Flapper: A Flapper Variant with a cannon attached. 4 Points. (Requires Flapper)
    • Solid Flapper: A tougher but much less maneuverable version of the Flapper. 12 Points.
    • Laser Flapper: A Flapper variant that fires a laser below it. 2 Points.
    • Needle Flapper: A flapper with spikes that regularly emerge from it. 2 Points.
    • Bomb Flapper: A version of the Flapper that drops bombs on prospective targets. 6 Points.
    • Needle Pawn: An Egg Pawn variant that can defend itself with spikes in a pinch while at the same time maintaining the tool usage of most Egg Pawn variants. 8 Points.
    • Egg Saw: A chainsaw usable by Egg Pawns. 2 Points.
    • Marine Pawn: An Egg Pawn variant equipped with selective magnet boots both giving them better security on a ship and letting them walk on strange places such as the sides or even underside of said ships. 4 Points.
    • Egg Hammer
      • Make New Variant: Creates a new variant using the Egg Hammer Chassis. 5 Points each and each needs a name, swapping is free.
      • Swap Bazooka: Swaps out the Hammers main weapon for a scaled up version of the Egg Bazooka.
      • Swap Gun: Swaps out the Hammers main weapon for a scaled up version of the Egg Gun. 5 Points to add another gun to the second hand.
      • Swap Lance: Swaps out the Hammers main weapon for a scaled up version of the Egg Spear.
      • Shoulder Rocket: Gives the Egg Hammer variant a shoulder mounted multiple rocket launcher. 15 Points.
      • Swap Ax: Switches out the Egg Hammer's hammer for a newly developed ax.
      • Gauntlet: Turns one of the Egg Hammers hands into a heavy spiked gauntlet, useful if it somehow loses access to its weapon. 5 Points can be taken twice per variant.
      • Shield: gives that egg hammer a shield in its offhand for extra durability. 5 points can only be taken with one handed weapons.
      • Repair System: Allows the egg hammer to repair itself at a slow rate. 10 points.
      • Command Model: Allows the Egg Hammer to command nearby machines and increases its intelligence… also turns it gold and causes nearby machines to explode if the Egg Hammer is destroyed though. 20 Points.
      • Command Model MK2: An upgraded versions of the command model without the exploding…. It does change the color of the Egg Hammer into platinum for some reason though. 40 Points.
      • Bombs: Gives the Egg Hammer variant access to bombs, it needs a free hand to throw them though so it will need to put away any melee weapons its holding before throwing. 10 Points.
      • Paint Job!: Changes the Egg Hammers color… Free! Cannot be taken with command models.
      • Jetpack: Gives the Egg Hammer a jet back to allow for short ranged jumps. 10 Points.
      • Weapon Rack: Gives the Egg Hammer a hammerspace storage unit and additional programming to allow it to make use of multiple weapons. 10 Points, 5 Points for each additional weapon in the 'swap' category taken.
  • E-100 Alpha:
    • Electric Channeling: Alpha can now channel electricity through himself allowing him to manipulate electrical currents. 6 Points, this is a capstone ability.
  • Silver Sonic:
    • Dash Acceleration: When Silver Sonic Dash's his body becomes faster moving and more durable the further he goes without turning or stopping, at full speed the only machine in your current arsenal that could stop him is Alpha, and even then damage would be done to both parties. Requires Dash Armor. 10 Points, Capstone.
    • Shredding Wheel: When Silver Sonic Dash Attacks he can fire water lasers from any or all of his quills making him much harder to predict. Requires all other Hydro upgrades. 10 Points.
  • E-100 Frame Set (For Delta and Epsilon):
    • Strider Model: Basic Frame the E-Series Units come equipped with. Free
      • Jet Booster: A magnetic attachment on the back of the Strider that allows it to hover. 5 Points
      • Laser Blaster: Oddly enough this doesn't actually produce lasers but instead makes the Strider's lock on missiles more potent when they hit. 5 Points.
      • Skill Patch: Data recording from Gamma's Battle with Beta, it won't allow Delta or Epsilon anywhere near Gamma's own demonstrated capabilities but it will improve them somewhat. 10 Points.
      • Shield: A physical shield attachment to the non-gun arm of the Strider the Shield increases survivability. 5 Points.
      • Second Gun: A second gun on the Strider's other arm. 5 Points
      • Gatling: Replaces the Gun on the Strider with a faster firing Gatling variant. 10 Points.
    • Fortress Model: A large immobile variant of the E-Series the Fortress Model is a durable combatant but it's lack of mobility means that it's primary use is managing and defending bases or large airships. 10 Points.
      • Force Shield: Mounts a force shield on the Fortress Model capable of granting it temporarily invulnerability. 10 Points.
      • Missile Barrage: A massive barrage of missiles launched from the back of the Fortress Model. 5 Points.
      • Missile Barrage 2: A truly massive barrage of missiles launched from the back of the Fortress Model. 5 Points. (Requires normal Missile Barrage first)
      • Point Defenses: Several smaller turrets mounted on the turrets that excel at shooting smaller targets... Still to slow to deal with Sonic unless he is stunned sadly. 10 Points.
    • Hover Model: Close to the frame Model the Hover Model was recently thought up by the doctor and gives the E-Series using it aerial mobility alongside powerful claws for both attack and defense. 5 Points.
      • Energy Blaster: A large Energy Blaster capable of devastating large areas either with a succession of smaller blasts or a charge up larger one. 10 Points.
      • Missile Launcher: Launches missiles from the hover units back. 10 Points.
      • Forcefield: A rainbow colored forcefield that helps to defend the hover unit from harm. 5 Points.
    • Tank Model: A treaded Variant of the E-Series and one directly bellow the Fortress Model in potential firepower the Tank Model is the slowest of the E-Series that remains mobile with exception of the Hydro Model on Land. It's primary weapons in combat are two colossal arms mounted on it's sides and a pair of machine-guns mounted near the head. 10 Points.
      • Flamethrower: A massive Flamethrower mounted on one of the Tank Models arms. 5 Points.
      • Missile Barrage: A massive barrage of missiles launched from the back of the Tank Model. 5 Points.
      • Point Defenses: Several smaller turrets mounted on the turrets that excel at shooting smaller targets... Still too slow to deal with Sonic unless he is stunned sadly. 10 Points.
      • Shoulder Cannons: Grants the Tank Model a pair of shoulder mounted cannons. 10 Points.
      • Force Shield: Mounts a force shield on the Tank Model capable of granting it temporarily invulnerability. 10 Points.
      • Main Cannon: A powerful cannon mounted in the chose of the Tank Model capable of devastating large areas. 10 Points.
    • Hydro Model: A heavier variant of the Strider made for underwater combat, this specialization unfortunately leaves the Hydro Model comparatively slow on land but allows it to move with incredible grace and speed under the water. While not as powerful the Hydro Model contains durability second only to the Tank Model weather on land or in the water allowing it time to escape back into it's preferred environment when caught out on land. The standard weapons of the Hydra model are it's sheer size and a torpedo launcher. 5 Points.
      • Water Laser: A powerful weapon that fires water out as obscene speeds, more powerful than most normal weapons but it needs water to recharge. 5 Points.
      • Lock on: Gives the Hydro model a lock on function similar to it's normal counterpart. 5 Points.
      • Missile Launcher: Gives the Hydro Model a missile launcher for use on land. 5 Points.
      • Stealth: The Hydro unit becomes invisible to the naked eye while in water. 10 Points.
      • Sonic Blast: The Hydro Model unless a powerful pulse of sound at an enemy, naturally it is more powerful under water and nearly useless against Sonic himself on land. 10 Points.
  • Egg Muscle/Mussel:
    • ???
  • Egg Carrier:
    • Ice Bombs: Located on the bottom of the Carrier these external pods can drop a large number of cryo bombs on the ground bellow. 6 Points
    • Heavy Bombers: Modified drones specialized for attacking ground targets. 2 Points.
    • Extra Battery: A battery for the main cannon, allowing it to fire twice at the start of combat before needing to retire. 4 Points.
    • More Gun: You are going add as many small guns and cannons as you possible can to the carrier, the ones you have clearly were not enough. 4 Points.
  • Ice Ball
    • Ejection: Alternatively you could make it so the pilot would be more likely to survive after the vehicles destruction via a small escape pod taking it out of the line of fire, it wouldn't be able to do much but it would at least save on hardware. 4 Points. (Mutually exclusive with Integration) Integration was researched.
  • Custom Polar Bear Boss Unit
    • Large size: Makes the bear roughly the size of a large vehicle like a bus or a semi-truck. 5 Points.
    • Huge Size: Makes the bear the size of a small house, requires large size. 10 Points.
    • RUUUUN IT'S BEARZILLA!: Makes the Bear the size of a neighborhood or large building like a skyscraper, requires Huge Size. 15 Points.
  • Chao Egg
    • Creation of solids from energy.
    • Smaller scale manufacturing.
    • Chaos blast resistance.
    • More efficient energy manipulation.
  • Tails' Blueprints:
    • Transformation
    • Walker Mode Equipment
    • Ring Manipulation
  • Chao Raising:
    • Flight Examination
    • Cognition Tests
    • Adaption Tests
  • Infrastructure
    • De-Toxifier: A set of machines for Eggman's new aquarium, the De-Toxifier outpaces any other water clearing machine by leagues and is sure to help keep the fish at maximum health. 5 Points.
    • Food Mulcher: A automated machine that specializes in transforming organic components into extremely high quality fish food! Perfect for all of your fish feeding needs. 5 Points.
    • Bouncitizer: Mega Muck can take one a great many properties depending on what other chemicals are placed into it, this machine creates a chemical that when added into mega much produces a bouncy jelly like substance. 5 Points.
    • Toxifier: Adds additional chemicals to the Mega Muck to give it a potent toxic effect, the normal variant isn't exactly healthy but this makes it toxic enough for usage in combat. 5 Points.
    • Weather Control Machine: A powerful machine able to bend the very forces of nature to the will of its operator… great for ensuring perfect accuracy for the new weather segment of EGG NEWS! 15 Points.
    • Mobile Storage Unit: Animals live in a lot of different habitats…. You already have the cryo chambers ready… you should make it mobile so as better to acquire additional power sources. 5 Points for treads, 10 Points for making it seaborn, and 15 Points to make it fly.
  • Hey Ho
    • Burning Ax: The Hey Ho's axe is infused with powerful flames causing it to burn anything it impacts. 10 points requires enhanced ax.
    • Burning Mastery: The Hey Ho's Fire related systems are interconnected and enhanced giving a sort of pseudo-Pyrokinesis, its capabilities not as great as say a fire based super form but it is still capable of virtually covering the battlefield inflamed single-handedly. 30 points, this is a capstone ability, requires at least three fire related upgrades.
    • Burning Wrist 2: A wrist mounted flamethrower on the machine's other hand. 5 points, requires the previous version.
    • Pyro axes: Allows the Hey Ho to infuse extreme levels of heat into its throwing actors giving them an extra burning punch when needed. Five points requires throwing axes.
    • Exploding fruit: The trees created by the micro tree accelerator will drop exploding fruit on the enemy. 5 points.
    • Spiky: The trees produced by this ability occasionally will have spiky outgrowths that make them damaging for organic matter to touch. This is not the ability results can be random. 5 points.
  • Lady Ninja
    • Sword: Equips Lady Ninja with a sword she can store and withdraw at will. 10 Points.
    • Two Swords: Gives Lady ninja a second sword 10 Points requires sword.
  • Desert Base Fortification
    • Sandy Scorpions: Badnicks with buzz saws for claws and a sandblower built into the tail, they are more durable than average. 10 Points, player suggestion.
    • Mummy Pawns: Egg Pawns with wrappings around them that allow them to take a few extra hits before being destroyed. 5 Points.
    • Moto Scarab: A motobug with greater armor and a wheel specialized for sandy environments… still mostly just rams things though. 5 Points.
    • Egg Coffin: Large coffin shape badnicks with rockets for aerial maneuverability they drop Egg Pawn variants into battle… but can only transport one at a time and thus must make frequent trips. 5 Points.
    • Sand Flappers: Flappers that hide beneath the quicksand they emerge when an enemy is near and spray them with machinegun rounds. 5 Points.
  • Egg Wyverns
    • Silver Wyverns: Upgraded versions of the basic Wyvern, are much rarer to compensate however. 10 Points.
    • Giga Wyverns: Roughly the size of a small airship the Giga Wyvern is armed to the teeth with gatling turrets, multiple rocket launchers, a pair of heavy gun turrets on each and of course a beam cannon in the mouth. 25 Points.
  • Egg Airship Fleet
    • Ship Types:
      • Patrol Boat, 20 Points, 1 Slot.
      • Frigate, 30 Points 2 Slots.
      • Destroyer 40 Points 3 Slots.
      • Cruiser 60 Points 5 Slots.
      • Heavy Cruiser 70 Points 6 Slots.
      • Battleship 80 Points 9 Slots.
      • Carrier 70 Points 9 slots but cannot any gun type weapons except point defense.
    • Weapons/Systems:
      • Big Gun: A really big singular gun. 1 Slot.
      • Flak Point Defense: An array of flak guns for defense against close-in enemies. 1 Slot.
      • Bomb: Bombs that can be dropped directly below the ship. 1 Slot.
      • Minigun point defense: An array of mini-guns meant to shoot down lightly armored enemies. 1 Slot.
      • Gun Batteries: An array of guns meant to engage over large flies or bombard surface targets. 2 Slots.
      • Anti-Air Missiles: Missiles that track aircraft. 2 Slots.
      • Giga Gun: A really, really, really big gun. 5 Slots.
      • Battleship Turrets: Large turrets with 3 guns in them. 3 Slots.
      • Fighter Wing: A wing of fighter drones for defending against aircraft 2 Slots. Can be taken multiple times.
      • Bomber Wing: A wing of bomber drones good for attacking ground targets. 2 Slots. Can be taken multiple times.
      • Interceptor Wing: A wing of long ranged fighters good at targeting enemies farther away from the fleet. 2 Slots.
      • Fighter Bomber Wings: Drones that can act in either the fighter or bomber roles but aren't as good at either. 1 Slot.
      • Flapper Storage: Holds a large amount of Flappers to deployed against enemy boarding parties either on the ship or on nearby ones. 1 Slot. Can be taken multiple times.
      • Large Crew: Increases the number of Egg Pawns on the ship either to defend against enemy boarding parties or deploy for ground combat. 1 Slot.
      • Extra Large Crew: Vastly increases the number of Egg Pawns on the ship either to defend against enemy boarding parties or deploy for ground combat. 2 Slots.
  • Secret Facility
    • Robot Manufactury: A Basic manufactury for building small robots: 20 Points.
    • Large robot Manufacturer: A place for building larger robots. 40 Points.
    • Recycling Plant: An area that recycles parts from old machines for future usage. 20 Points.
  • E-2000
    • Stealth Unit: A Black coated variant of the E-2000 with the power to become invisible for significant periods of time. 40 Points.
  • Mecha Sonic:
    • Second Dash: An extra storage unit should let Mecha Sonic store enough energy for two back to back Lightspeed Dash attacks in a raw instead of one. 20 Points.
    • Hard Light Cage: Lets Metal Sonic imprison his enemies in a cage of hard light for a short time. 20 Points
    • Hard Light Mastery (Capstone, Requires Carrier and Cage): With some enhancement you can enhance Mecha Sonic's Hard light abilities to give it unprecedented control over its hard light constructs. Capstone slot taken.
  • Slot Machine Badnik
    Forms
    • Humanoid: The badnick will be humanoid, this gives it less to work with but allows for enough ease of production that it'll prolific within the zones its deployed too. (Gives 2 equipment slots)
    • Flying: The badnick will fly…. This will lean minimal space for equipment. (Gives 1 equipment slot)
    • The Juggernaut: A massive treaded behemoth, only 1 of these will ever show up in a Casino Themed Zone. (Gives 6 equipment slots)
      -Weaponry
    • Flamethrower: The Slot machine shoots out a plum of fire in the direction it's facing when it lands on a fire symbol. The fure scales in area of effect and flame intensity with each fire symbol. (1 Slot)
    • Badnick Spawn: The Slot machine releases smaller badnik when it lands on the Eggman Empire logo, the number of badniks scales to the number of logos landed. (3 Slots)
    • Shock: When the slot machine lands on a lighting bolt symbol it releases a wave of electricity around it, the radius increases with each bolt rolled. (1 Slot)
    • Big Bomb: When the slot machine lands of a bomb the slot machine launches a very large bomb. When two bombs are rolled the bomb launches sticky gel, when three bombs are rolled it sperates into smaller bombs on impact. (2 Slots)
    • Laser: When the slot machine lands on a beam the slot machine shoots a laser at its enemies, the number of laster beams shot at once is equal to the Beam symboles rolled. (1 Slot)
  • Offsite RnD
    • Humanoid Robots
      • Black Ops Pawns
        Egg Fighters
        Egg Gunnners
        False Soldiers
  • Untaken SWATbots
    • SWAT Bulwark: An especially heavily armored SWAT Bot able to take three times the normal punishment. 10 Points.
    • SWAT Elite: A straight up upgrade of the SWAT Bot, it is superior in every way but is naturally much fewer in number. 20 Points.
    • SWAT Pinnacle: An upgrade of the SWAT Elite the SWAT Pinnacle is machine capable of going toe to toe with a powerful mobian. Only a handful of SWAT Pinnacle models can exist at a time. 40 Points.
    • SWAT Burner: A SWAT Bot model with dual flamethrowers making it far more effective in urban fighting. 10
    • SWAT Genader: A SWAT Bot model equipped with a build in grenade launcher allowing it to launch powerful explosive attacks in addition to its normal firepower. 10 Points.
    • SWAT Clearer: A SWAT Bot with a shoulder mounted SAM launcher, it can only fire one missile at a time but it's still more than capable of threatening most aircraft. 10 Points.
    • SWAT Jet: A SWAT Bot with rocket boosters capable of speeding forward in short distances, allowing it to rapidly reposition, though it cannot fly. 10 Points.
  • Untaken SWAT Vehicles
    • Pursuer: A Car sized vehicle badnik with a very heavy machinegun. It can take significant punishment despite its looks. 5 Points.
    • SWAT Tank: It's a tank! 15 Points.
    • SWAT Oppressor: Less a vehicle and more a SWAT Bot the size of a small building really. 20 Points.
    • SWAT Laser: A treaded vehicle topped with a SWAT Bot head that can shoot lasers out of its visor. 15 Points.
Current Omake Bonuses

  • KidFromPallet: Bank Status: 4/6
  • Subspace Primid: 1 Point
  • Asmodeus: 0 Points
  • radioxaxa: 7 Points
  • Vanargand: 0 Points
  • Random Tale: 8 Points
  • Ancient One: 0 Points
  • Habstab: 6 Points
  • pingus: 1 Point
  • Sir Plusse: 19 Points
  • Thread: 3 Points
  • exoverloRD: 1 Point
  • MrWealthman 1 Point Bank Status: 6/6 (I receive 2 Points per Design Phase for keeping this info post updated) (Last gained: SWAT Bots Rollout!)
Current Omake Research Unlocks:
  • Egg Bishop/Egg Magician Snagged
  • Metal/Mecha Big (If we snag some Black Arms DNA)
  • Metal Amy
  • Fake GUNbots and/or SWATbots We have claimed the SWATbots
  • Tails-based pilot bot
  • MeChemist
  • Omochao variant
  • Mobian power sources
  • Mini mechs for Egg Pawns
  • Slot Machine Badniks Claimed
  • Magnetism-based telekinesis for Metal Silver if/when we unlock it.
  • Officer Eggpawns
  • Hippo-derived capture-focused Badniks

@undead frog done also does this mean i get Bank for keeping this up to date?
 
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