The Monsterworks: New Monsters

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attackfrog
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The Monsterworks: New Monsters

Post by attackfrog » Mon Jul 31, 2017 3:08 pm

I like those whitewalls.
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Madman
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The Monsterworks: New Monsters

Post by Madman » Tue Aug 01, 2017 10:33 am

Seconded. I'm stealing them... just like you stole the robot's name. :P
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The Monsterworks: New Monsters

Post by Wolf51-50 » Tue Aug 01, 2017 5:07 pm

<blockquote class='quote_blockquote'><dl><dt>Madman</dt><dd>Aug 1 2017, 10:33 AM</dd></dl><div>Seconded. I'm stealing them... just like you stole the robot's name. :P[/quote]Image
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The Monsterworks: New Monsters

Post by Madman » Wed Aug 02, 2017 10:53 pm

Nah, fam. No salt here, just beef. Anyway, I've stolen his whitewalls and am using them for nefarious ends.
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The Monsterworks: New Monsters

Post by The Monsterworks » Thu Aug 03, 2017 5:09 am

<big>Ready to ride eternal on the fury road, it's...</big>
<big>[font=papyrus]<big><big><big>Witness Me&#33;</big></big></big>[/font]</big>
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It's a speed demon flipper made on the quick and easy. Just what it's meant for is up in the air at this point. The teeth and ornamental exhaust pipes are removable.

8 speed / 8 traction / 3 torque / 5 weapon / 6 armour (+2 flipper)

There's also an alternate configuration with a clutch that allows it to lock its flipper in place so that it functions like a 2WD wedge instead of a hinged wedge. Under CBC rules, this loses two points, so its stats look like this:

8 speed / 8 traction / 3 torque / 3 weapon (+1 clutch) / 6 armour (+2 flipper)
Last edited by The Monsterworks on Sat Aug 26, 2017 10:50 am, edited 1 time in total.
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The Monsterworks: New Monsters

Post by The Monsterworks » Wed Aug 16, 2017 11:51 am

Stoked to hang ten and carve some epic waves while shouting "Cowabunga&#33;" it's...

<big><big><big><big>[font=cursive]<big><big>RipTide</big></big>[/font]</big></big></big></big>

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This totally rad drum spinner leaves nothing but wipeouts and noodled opponents in its wake, courtesy of its speed, hella gnar wedges, and giant, hollow weapon. The tips of the skids are removable if they need to be, so RipTide won't eat it if any kooks try some shit.

Image

<big>[font=cursive]6 Speed / 6 Traction / 1 Torque / 10 Weapon / 7 Armour (+1 drum)[/font]</big>
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The Monsterworks: New Monsters

Post by The Monsterworks » Fri Aug 18, 2017 2:00 am

<big><big>[font=papyrus]Something stirs in the depths.[/font]
[font=papyrus]Be afraid. Be very afraid...[/font]</big></big>

<big>[font=papyrus]<big><big><big><big><big>SeaDevil 2</big></big></big></big></big>[/font]</big>

Image

Last year's runner-up returns, bigger and badder than ever. As a result of the changes that she precipitated last year, Seadevil has swapped her kinetic energy transfer system for a dedicated axe/flipper mechanism alongside her undercutting shell. There's a new wrinkle, however: last year, opponents were able to dodge the axe, but this year? Well, you can run, but you can't hide. The axe/flipper is mounted on a high-speed turret that will track down and punish anyone that comes within its range. The axe shaft has a kink in the middle and the head has extremely long reach to laugh at those anti-hammer plows you've been busy rendering. There are also removable teeth on the flipper, to get beneath your hinged wedge.

Image

The robot is loosely based on one the all-time coolest (and creepiest) sea creatures, the <big>Black Seadevil</big>, and tries to follow its ethos in being an ambush predator: slow, but crafty and deadly.

Image

[font=papyrus]<big><big>3 Speed // 1 Traction // 1 Torque // 22 weapon (18 spinner/axeflipper for 12 apiece & 4 turret) // 7 armour</big></big>[/font]
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The Monsterworks: New Monsters

Post by NFX » Fri Aug 18, 2017 10:06 am

Seadevil 2 looks like one deadly sumbitch. Although if it's a walker, what's the mechanism for it?
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The Monsterworks: New Monsters

Post by The Monsterworks » Fri Aug 18, 2017 11:38 am

The usual Monsterworks getup. Unfortunately, my laptop couldn't handle rendering anything else, so I couldn't actually paste in the feet that I had rendered separately. I'll try to do it at work because I know people will insist that I do.
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The Monsterworks: New Monsters

Post by The_Angry_Goat » Fri Aug 18, 2017 6:54 pm

as we should for every walker.

looks sexy, but it's still gonna flop all over the place :V
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The Monsterworks: New Monsters

Post by The Monsterworks » Fri Sep 22, 2017 1:33 am

Over the skies of Northwestern Europe a century ago, a technological revolution was taking place. After millennia of failed attempts, man had conquered the wild blue yonder, and tentative aircraft of wood, fabric, and steel wheeled and darted in a complex and deadly dance, each of their pilots seeking survival and victory over his foes. For those fortunate enough to escape alive, more missions would await. Those who excelled, however, had greater goals than mere survival. They were chasing glory, renown, and a chance to carve their name into the annals of history. Most of all, however, they were chasing one specific medal...

<big>[font=monotype corsiva]<big><big><big><big><big>The</big></big></big></big></big><big><big><big><big><big> Blue Max</big></big></big></big></big>[/font]</big>

Image

This new machine is thematically based upon the German pilots of the First World War and their pursuit of the famous, and ironically French [url=https://en.wikipedia.org/wiki/Pour_le_M%C3%A9rite]Pour le M
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The Monsterworks: New Monsters

Post by V900 » Fri Sep 22, 2017 1:53 am

<blockquote class='quote_blockquote'><dl><dt>The Monsterworks</dt><dd>Sep 22 2017, 01:33 AM</dd></dl><div>Questions, comments, and constructive criticism would be very welcome. [/quote]it's teh suxx0rz, and you should feel bad

In all honesty though, it looks really good aesthetically. Only things I'm worried about are the knockback you're gonna take after each hit, and the fact that your weapon kills itself after 5 hits (blame the stupid 15+ weapon rule on that one). 16 weapon might not be enough to take out good plow stackers if you have 5 hits to kill your opponent. 15 weapon or 8 armor lets you survive the entire match, at least.

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The Monsterworks: New Monsters

Post by The Monsterworks » Fri Sep 22, 2017 1:57 am

Ugh wait, did someone seriously write that potential rule about 15+ weapon into the official ruleset? If so, that's absolutely ridiculous and another blow to horizontal spinners, which are already the weakest of the main types in the meta. I'll make sure that common sense prevails in the next CBC, at least, which will be the only place we'll see this thing then.

As for knockback, in most arenas, that's actually not a bad thing for spinners, as it gives them more space to spin back up after hits.
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The Monsterworks: New Monsters

Post by The Monsterworks » Wed Feb 07, 2018 10:16 am

The works had fallen <big>[font=papyrus]silent[/font]</big>, their assets sold, doors padlocked shut, windows shuttered, and furnaces cold. Their four great smokestacks stood like sentries, but there was nothing for them to watch over. The hum of life and activity that had once characterized this place was a thing of the past. People passed by the old workshop, appreciating its wrought iron gates, admiring its splendid Victorian era brickwork, remembering a time when it had been the birthplace of nightmares made metal. Over time, memories became legends and legends became myths.

Until they weren't anymore.

A single, loud clank emanated from the cavernous interior, followed by a second. A bright light flickered to life amid mountains of machinery, burning into the night. More followed it, racing from one end of the shop to the other. A man in a frayed black jacket, a red flower in his lapel and a scarf swept jauntily over one shoulder, scurried from machine to drafting table and back again, checking, testing, scribbling, and erasing. He fumbled with a lighter, and suddenly, the yawning maw of one of those furnaces was lit with hungry fire. The derelict chimneys rumbled to life, belching black smoke into the predawn sky. Pistons, flywheels, and presses clicked and whirred. And something was born - no, not created, for Monsterworks machines aspire to be something more than lifeless steel. It was something diabolical. Placing the red flower atop this first of his new monsters, its creator named it...


<big><big><big><big><big><big><big>[font=vivaldi]~ Magnolia Grande ~[/font]</big></big></big></big></big></big></big>

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Equipped with dual counter-rotating blades chain driven by a single enormous radial engine through a series of idlers, Magnolia Grande boasts impressive durability, horrifying destructive capabilities, and virtually insurmountable range.

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The exhaust pipes for the massive radial that powers the weaponry are mounted at the rear of the robot. The entire chassis is also segmented and different parts are shock-mounted, allowing it to flex with impacts and hopefully absorb incoming damage better than it otherwise would.

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The track pods provide a wide stance for stability as well as rapid turning and a zero turning circle. They are designed to have many redundant rollers that protrude above and below the protective armour. If the treads are disabled, the machine can still run (albeit less effectively) on these rollers.

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The robot is fully invertible and quite low to the ground. It has a fairly large footprint, even moreso with both of its blades spinning. The tips pass only a couple of centimeters from each other, but there is no danger of them colliding.

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<big>Stats and weight class TBA</big>
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Sylandrophol
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The Monsterworks: New Monsters

Post by Sylandrophol » Wed Feb 07, 2018 5:32 pm

well shit, i need new pants
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