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Teaadora Lyrics


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JustARandomTowerHeroesYoutuber

The Anti-Bloon (sometimes referred to as just Anti-Bloon) is the 5th upgrade of Path 2 for the Super Monkey in Bloons TD 6. The Anti-Bloon heavily buffs the Tech Terror's activated ability and increases its base power considerably. The Annihilation ability now does 10,400 damage across a 120 range radius onto up to 2000 Bloons compared to the previous 2,500 damage, 70 range radius, and its ability cooldown decreases from 45s to 30s. The main attacks also gains +4 damage, has +5 pierce, +10 range, for a total of 5 damage, 14 pierce and 82 range. In addition, it now gains the normal damage type. With its ability or the Ultravision crosspath, The Anti-Bloon can pop Camo Bloons too. And lastly, critical hits are improved: the main attack's crits now occur every 13-17 shots instead of every 15-20 shots, and crits deal 50 damage instead of 10, making the damage per shot for a single target range between ~7.647 and ~8.461, with 8 being the average; and the critical 3rd ability usage equates to 15,600 damage.

This upgrade costs $76,500 on Easy, $90,000 on Medium, $97,200 on Hard, and $108,000 on Impoppable.

Appearance

The Anti-Bloon is an entirely robotic monkey bearing massive gold-muzzled, light grey plasma cannons on each arm, with red fins on the muzzle and a red grill on each cannon. These cannons are fed by red tubes linking to its main body and head, which is a sinister dark grey color with ominous red lines on its torso. All its limbs are the same color, with its feet bearing red metal rings around the ankles, and the arms linking directly into its plasma launchers.

The Anti-Bloon's head bears the same glowing red eyes as its predecessor, Tech Terror, though with bright lines around where the irises should be, and its mouth, previously bearing white teeth in a grim frown, is now a pair of jagged metal jaws hung open as it appears to be shouting something. The screws for the mouth hinge are clearly visible as well, and it also has a fairly substantial underbite owing to the fact much of its faceplate is sunken-in metal plating of a lighter color.

Mechanics

The Anti-Bloon massively improves every aspect of Tech Terror, with 5x base damage, (5 normally, 50 on a crit) +5 pierce, (14) +10 range, (82) Normal type damage, (pops any Bloon) and a buffed crit rate of every 13-17 shots.

The Annihilation ability now deals 10,400 damage, has 2,000 pierce, and 120 range.

Targeting Priorities

The Anti-Bloon's main attack has two independently targeting attacks that each shoot projectiles. These projectiles move straightforwardly.

First: Targets the first bloon visible within its range.
Last: Targets the last bloon visible within its range.
Close: Targets the closest bloon visible within its range.
Strong: Targets the strongest bloon visible within its range.
The Anti-Bloon, just like Robo Monkey, has a secondary targeting option called Alternate Arm, which allows for two simultaneous targeting priorities at any given time. This is controlled by a second targeting setting above the original targeting setting. However, both arms cannot be set on the same targeting priority, and one setting must be changed into a different priority before the other setting can be changed into the desired targeting priority.

The Anti-Bloon's annihilation blast, while arbitrarily high, defaults on Close relative to the robot.

The Anti-Bloon can access the Camo Prioritization targeting priority if given the 0-5-2 crosspath, which when set allows the The Anti-Bloon to prioritize Camo Bloons before any other bloon type.


Summary

The Anti-Bloon is an expensive option for dealing huge damage versus bloons of all types, with significantly stronger plasma bolts and provides it with a much stronger annihilation ability for wiping out many bloons across a wider scale. It is a very powerful single-tower option, but its price tag makes it unaffordable outside of large-scale farming. It is possible to purchase Anti-Bloon in a real CHIMPS game, but it is extremely expensive overall, and will likely only be purchasable by at least Round 92.

In the extreme late-game (Rounds 101+), The Anti-Bloon only serves purpose as a required separate sacrifice for the Vengeful True Sun God, alongside Legend of the Night. Because its general DPS greatly diminishes in extremely high rounds, it is worth sacrificing The Anti-Bloon for a 2x strength True Sun God.

Tips
2-5-0 Anti-Bloon serves as the superior crosspath due to the Plasma Blasts upgrade more than doubling the power of The Anti-Bloon.
0-5-2 Anti-Bloon is mostly restricted to specific challenges where it is impossible to grant the Anti-Bloon with external camo detection.
Place the Anti-Bloon in a place where there is a lot of open space, as this will optimize its main power.
Even though the Anti-Bloon's ability has an extremely large blast radius, place the Anti Bloon in an area where its range will cover lots of track, in order for its ability to deal damage at its greatest potential.



Hannah

A grenade is an explosive weapon typically thrown by hand (also called hand grenade), but can also refer to a shell (explosive projectile) shot from the muzzle of a rifle (as a rifle grenade) or a grenade launcher. A modern hand grenade generally consists of an explosive charge ("filler"), a detonator mechanism, an internal striker to trigger the detonator, and a safety lever secured by a cotter pin. The user removes the safety pin before throwing, and once the grenade leaves the hand the safety lever gets released, allowing the striker to trigger a primer that ignites a fuze (sometimes called the delay element), which burns down to the detonator and explodes the main charge.



Hand grenades on display in Hamm, Germany



Demonstration of a German stielhandgranate (shaft hand grenade), a high explosive grenade with time fuze, Netherlands, 1946

Grenades work by dispersing fragments (fragmentation grenades), shockwaves (high-explosive, anti-tank and stun grenades), chemical aerosols (smoke and gas grenades) or fire (incendiary grenades). Fragmentation grenades ("frags") are probably the most common in modern armies, and when the word grenade is used in everyday speech, it is generally assumed to refer to a fragmentation grenade. Their outer casings, generally made of a hard synthetic material or steel, are designed to rupture and fragment on detonation, sending out numerous fragments (shards and splinters) as fast-flying projectiles. In modern grenades, a pre-formed fragmentation matrix inside the grenade is commonly used, which may be spherical, cuboid, wire or notched wire. Most anti-personnel (AP) grenades are designed to detonate either after a time delay or on impact.[1]

Grenades are often spherical, cylindrical, ovoid or truncated ovoid in shape, and of a size that fits the hand of an average-sized adult. Some grenades are mounted at the end of a handle and known as "stick grenades". The stick design provides leverage for throwing longer distances, but at the cost of additional weight and length, and has been considered obsolete by western countries since the Second World War and Cold War periods. A friction igniter inside the handle or on the top of the grenade head was used to initiate the fuse.



L

Grass is a plant with narrow leaves growing from the base. A common kind of grass is used to cover the ground in a lawn and other places. Grass gets water from the roots in the ground. Grasses are monocotyledon, herbaceous plants.

The grasses include the "grass", of the family Poaceae (also called Gramineae). Also sometimes it is used to include the sedges (Cyperaceae) and the rushes (Juncaceae). These three families are not closely related but belong to different clades in the order Poales. They are similar adaptations to a common life-style.

The true grasses include cereals, bamboo and the grasses of lawns (turf) and grassland. Uses for graminoids include food (as grain, sprouted grain, shoots or rhizomes), drink (beer, whisky), pasture for livestock, thatching thatch, paper, fuel, clothing, insulation, construction, sports turf, basket weaving and many others.

Many grasses are short, but some grasses, like bamboo can grow very tall. Plants from the grass family can grow in many places, even if they are very cold or very dry. Several other plants that look similar but are not members of the grass family are also sometimes called grass; these include rushes, reeds, papyrus, and water chestnut.

Grasses are an important food for many animals, like deer, buffalo, cattle, mice, grasshoppers, caterpillars, and many other grazers. Unlike other plants, grasses grow from the bottom, so when animals eat grass they usually do not destroy the part that grows. Without grass, dirt can wash away into rivers (erosion).

Graminoids include some of the most versatile plant life-forms. They became widespread toward the end of the Cretaceous. Fossilized dinosaur dung (coprolites) have been found containing grass phytoliths (silica stones inside grass leaves). Grasses have adapted to conditions in lush rain forests, dry deserts, cold mountains and even intertidal habitats, and are now the most widespread plant type. Grass is a valuable source of food and energy for many animals.

Lawn grass is often planted on sports fields and in the area around a building. Sometimes chemicals and water is used to help lawns to grow.

People have used grasses for a long time. People eat parts of grasses. Corn, wheat, barley, oats, rice and millet are cereals, common grains whose seeds are used for food and to make alcohol such as beer.

Sugar comes from sugar cane, which is also a plant in the grass family. People have grown grasses as food for farm animals for about 4,000 years. People use bamboo to build houses, fences, furniture and other things. Grass plants can also be used as fuel, to cover roofs, and to weave baskets.

In English, the word "grass" appears in several phrases. For example:

"The grass is always greener on the other side" means "people are never happy with what they have and want something else."

"Don't let the grass grow under your feet" means "Do something".

"A snake in the grass" is about a person that will not be honest and will trick others.

Grass is sometimes used as a slang term for cannabis (also called pot, weed, or marijuana)



Kokomi

Grass is a plant with narrow leaves growing from the base. A common kind of grass is used to cover the ground in places such as lawns and parks. Grass is usually the color ‘green’. Grasses are monocotyledon herbaceous plants.


Grass
The grasses include the "grass" of the family Poaceae. This family is also called Gramineae. The family also include some of the sedges (Cyperaceae) and the rushes (Juncaceae).[1] These three families are not closely related but all of them belong to clades in the order Poales. They are similar adaptations to a common life-style.

The true grasses include cereals, bamboo and the grasses of lawns (turf) and grassland. Uses for graminoids include food (as grain, sprouted grain, shoots or rhizomes), drink (beer, whisky), pasture for livestock, thatching thatch, paper, fuel, clothing, insulation, construction, sports turf, basket weaving and many others.

Many grasses are short, but some grasses can grow very tall, such as Bamboo. Plants from the grass family can grow in many places and make grasslands, including areas which are very arid or cold. There are several other plants that look similar to grass and are referred to as such, but are not members of the grass family. These plants include rushes, reeds, papyrus and water chestnut. Seagrass is a monocot in the order Alismatales.

Grasses are an important food for many animals, such as deer, buffalo, cattle, mice, grasshoppers, caterpillars and many other grazers. Unlike other plants, grasses grow from the bottom, so when animals eat grass they usually do not destroy the part that grows.[2] This is a part of why the plants are successful. Without grass, soil may wash away into rivers (erosion).



Mr. Dre

Grass is a type of plant with narrow leaves growing from the base. Their appearance as a common plant was in the mid-Cretaceous period. There are 12,000 species now.[3]

A common kind of grass is used to cover the ground in places such as lawns and parks. Grass is usually the color green. That is because they are wind-pollinated rather than insect-pollinated, so they do not have to attract insects. Green is the best colour for photosynthesis.

Grasslands such as savannah and prairie where grasses are dominant cover 40.5% of the land area of the Earth, except Greenland and Antarctica.[4]

Grasses are monocotyledon herbaceous plants. They include the "grass" of the family Poaceae, which are called grass by ordinary people. This family is also called the Gramineae, and includes some of the sedges (Cyperaceae) and the rushes (Juncaceae).[5] These three families are not very closely related, though all of them belong to clades in the order Poales. They are similar adaptations to a similar life-style.

With about 780 genera and about 12,000 species,[3] the Poaceae is the fifth-largest plant family. Only the Asteraceae, Orchidaceae, Fabaceae and Rubiaceae have more species.[6]

The true grasses include cereals, bamboo and the grasses of lawns (turf) and grassland. Uses for graminoids include food (as grain, shoots or rhizomes), drink (beer, whisky), pasture for livestock, thatch, paper, fuel, clothing, insulation, construction, sports turf, basket weaving and many others.

Many grasses are short, but some grasses can grow tall, such as bamboo. Plants from the grass family can grow in many places and make grasslands, including areas which are very arid or cold. There are several other plants that look similar to grass and are referred to as such, but are not members of the grass family. These plants include rushes, reeds, papyrus and water chestnut. Seagrass is a monocot in the order Alismatales.

Grasses are an important food for many animals, such as deer, buffalo, cattle, mice, grasshoppers, caterpillars and many other grazers. Unlike other plants, grasses grow from the bottom, so when animals eat grass they usually do not destroy the part that grows.[7] This is a part of why the plants are successful. Without grass, soil may wash away into rivers (erosion).

Evolution of grass
Grasses include some of the most versatile plant life-forms. They became widespread toward the end of the Cretaceous. Fossilized dinosaur dung (coprolites) have been found containing grass phytoliths (silica stones inside grass leaves).[8] Grasses have adapted to conditions in lush rain forests, dry deserts, cold mountains and even intertidal habitats, and are now the most widespread plant type. Grass is a valuable source of food and energy for many animals.[9]

Grass and people
Lawn grass is often planted on sports fields and in the area around a building. Sometimes chemicals and water is used to help lawns to grow.

People have used grasses for a long time. People eat parts of grasses. Corn, wheat, barley, oats, rice and millet are cereals, common grains whose seeds are used for food and to make alcohol such as beer.

Sugar comes from sugar cane, which is also a plant in the grass family. People have grown grasses as food for farm animals for about 4,000 years. People use bamboo to build houses, fences, furniture and other things. Grass plants can also be used as fuel, to cover rooves, and to weave baskets.



NoobPlaysThis

Grass is a type of plant with narrow leaves growing from a base. A common kind of grass is used to cover the ground places such as lawns and parks. Grass is usually the color/colour ‘green’. Grasses are monocotyledon herbaceous plants.

The grasses include the “grass” of the family Poceae. This family is also called Gramineae. The family also include some of the sedges (Cyperaceae) and the rushed (Juncaceae). These three families are not closely related but all of the belong to clades in the order Poales. They are similar adaptations to a common life style.

The true grasses include cereals, bamboo and the grasses of lawns (turf) and grassland. Uses for graminoids include food (as grain, sprouted grain, shoots or rhizomes), drink (beer, whisky), pasture for livestock, thatching thatch, paper, fuel, clothing, insulation, construction, sports turf, basket weaving and many others.

Many grasses are short, but some grasses can grow very tall, such ass bamboo. Plants from the grass family can grow in many places and make grasslands, including areas which are very arid or cold. There are several other plants that look similar to grass and are referred to as such, but not members of the grass family. These plants include rushes, reeds, papyrus, and water chestnut. Seagrass is a monocot in the order alismatales.

Grasses are an important food for many animals, suck as deer, buffalo, cattle, mice, grasshoppers, caterpillars and many other grazers. Unlike other plants,grasses grow from the bottom, so when animals eat grass they usually do not destroy the part that grows, this is a part of why the plants are successful. Without grass, soil may wash away into rivers (erosion).



Penstivile

Infrared homing is a passive weapon guidance system which uses the infrared (IR) light emission from a target to track and follow it seamlessly. Missiles which use infrared seeking are often referred to as "heat-seekers" since infrared is radiated strongly by hot bodies. Many objects such as people, vehicle engines and aircraft generate and emit heat and so are especially visible in the infrared wavelengths of light compared to objects in the background.

Infrared seekers are passive devices, which, unlike radar, provide no indication that they are tracking a target. That makes them suitable for sneak attacks during visual encounters or over longer ranges when they are used with a forward looking infrared or similar cuing system. Heat-seekers are extremely effective: 90% of all United States air combat losses over the past 25 years have been caused by infrared-homing missiles.[1] They are, however, subject to a number of simple countermeasures, most notably by dropping flares behind the target to provide false heat sources. That works only if the pilot is aware of the missile and deploys the countermeasures on time. The sophistication of modern seekers has rendered these countermeasures increasingly ineffective.

The first IR devices were experimented with before World War II. During the war, German engineers were working on heat seeking missiles and proximity fuses but did not have time to complete development before the war ended. Truly practical designs did not become possible until the introduction of conical scanning and miniaturized vacuum tubes during the war. Anti-aircraft IR systems began in earnest in the late 1940s, but the electronics and the entire field of rocketry were so new that they required considerable development before the first examples entered service in the mid-1950s. The early examples had significant limitations and achieved very low success rates in combat during the 1960s. A new generation developed in the 1970s and the 1980s made great strides and significantly improved their lethality. The latest examples from the 1990s and on have the ability to attack targets out of their field of view (FOV) behind them and even to pick out vehicles on the ground.

IR seekers are also the basis for many semi-automatic command to line of sight (SACLOS) weapons. In this use, the seeker is mounted on a trainable platform on the launcher and the operator keeps it pointed in the general direction of the target manually, often using a small telescope. The seeker does not track the target, but the missile, often aided by flares to provide a clean signal. The same guidance signals are generated and sent to the missile via thin wires or radio signals, guiding the missile into the center of the operator's telescope. SACLOS systems of this sort have been used both for anti-tank missiles and surface-to-air missiles, as well as other roles.

The infrared sensor package on the tip or head of a heat-seeking missile is known as the seeker head. The NATO brevity code for an air-to-air infrared-guided missile launch is Fox Two.[2]



TheAllKnowNoble

The Leopard 2 is a 3rd generation main battle tank originally developed by Krauss-Maffei in the 1970s for the West German army. The tank first entered service in 1979 and succeeded the earlier Leopard 1 as the main battle tank of the West German Army. It is armed with a 120 mm smoothbore cannon made by Rheinmetall, and is powered by a V-12 twin-turbo diesel engine made by MTU Friedrichshafen.

Various versions have served in the armed forces of Germany and 13 other European countries, as well as several non-European nations, including Canada, Chile, Indonesia, and Singapore. The Leopard 2 was used in Kosovo with the German Army, in Afghanistan with the Dutch, Danish and Canadian contributions to the International Security Assistance Force, and saw action in Syria with the Turkish Armed Forces.

There are two main development batches of the tank: the original models up to Leopard 2A4, which have vertically faced turret armour, and the improved batch, namely the Leopard 2A5 and newer versions, which have angled arrow-shaped turret appliqué armour together with other improvements. All models feature digital fire control systems with laser rangefinders, a fully stabilised main gun and coaxial machine gun, and advanced night vision and sighting equipment (first vehicles used a low-light level TV system or LLLTV; thermal imaging was introduced later on). The tank has the ability to engage moving targets while moving over rough terrain.

The Leopard 2 uses spaced multilayer armour throughout the design. The armour consists of a combination of steel plates of different hardness, elastic materials and other non-metallic materials. Steel plates with high hardness and high ductility are used. The armour is a result of extensive research about the formation and penetration mechanism of shaped charge jets. The Leopard 2's armour might be based on the British Burlington armour, which had already been demonstrated to West Germany in 1970.

Later, in the mid-1970s, full details about Burlington were handed over to the West German government. The frontal arc of the Leopard 2's armour is designed to withstand large caliber kinetic energy penetrators and shaped charge projectiles. During the 1980s, it was estimated that the Leopard 2's front would resist 125 mm Armour-piercing fin-stabilized discarding sabot (APFSDS) rounds fired from a distance of 1,500 m.

The Leopard 2A4's armour has a maximum physical thickness of 800 millimetres (31 in) based on unofficial measurements and estimates made by former conscripts and professional soldiers of the German army. On the Leopard 2A5 and subsequent models, the thickness is increased by the wedge-shaped armour module to 1,500 millimetres (59 in).

The side and the rear of the tank protect against heavy machine guns, medium caliber rounds and older types of tank ammunition. The side of the hull is covered by armour skirts to increase protection against projectiles and RPGs. The frontal third of the hull sides is covered by heavy ballistic skirts, while the rest of the hull sides is covered by steel-reinforced rubber skirts. For increased protection against mines, the sides of the hull floor are sloped by 45° and the floor is reinforced with corrugations.



TheNoobyanimator

A shotgun (also known as a scattergun,[1] or historically as a fowling piece) is a long-barreled firearm designed to shoot a straight-walled cartridge known as a shotshell, which usually discharges numerous small pellet-like spherical sub-projectiles called shot, or sometimes a single solid projectile called a slug. Shotguns are most commonly smoothbore firearms, meaning that their gun barrels have no rifling on the inner wall, but rifled barrels for shooting slugs (slug barrels) are also available.


Shotguns:
Break action
Lever action
Pump action
Semi automatic
Fully automatic
Shotguns come in a wide variety of calibers and gauges ranging from 5.5 mm (.22 inch) to up to 5 cm (2.0 in), though the 12-gauge (18.53 mm or 0.729 in) and 20-gauge (15.63 mm or 0.615 in) bores are by far the most common. Almost all are breechloading, and can be single-barreled, double-barreled, or in the form of a combination gun. Like rifles, shotguns also come in a range of different action types, both single-shot and repeating. For non-repeating designs, over-and-under and side-by-side break action shotguns are by far the most common variants. Although revolving shotguns do exist, most modern repeating shotguns are either pump-action or semi-automatic, and also fully automatic, lever-action or bolt-action to a lesser extent.

Preceding smoothbore firearms (such as the musket) were widely used by armies in the 18th century. The muzzleloading blunderbuss, the direct ancestor of the shotgun, was also used in similar roles from self-defense to riot control. Shotguns were often favored by cavalry troops in the early to mid-19th century because of its ease of use and generally good effectiveness on the move, as well as by coachmen for its substantial power. But by the late 19th century, these weapons became largely replaced on the battlefield by breechloading rifled firearms shooting spin-stabilized cylindro-conoidal bullets, which were far more accurate with longer effective ranges. The military value of shotguns was rediscovered in the First World War, when American forces used the pump-action Winchester Model 1897s in trench fighting to great effect. Since then, shotguns have been used in a variety of close-quarter roles in civilian, law enforcement and military applications.

The smoothbore shotgun barrel generates less resistance and thus allows greater propellant loads for heavier projectiles without as much risk of overpressure or a squib load, and are also easier to clean. The shot pellets from a shotshell are propelled indirectly through a wadding inside the shell and scatter upon leaving the barrel, which is usually choked at the muzzle end to control the projectile scatter. This means each shotgun discharge will produce a cluster of impact points instead of a single point of impact like other firearms. Having multiple projectiles also means the muzzle energy is divided among the pellets, leaving each individual projectile with less penetrative kinetic energy. The lack of spin stabilization and the generally suboptimal aerodynamic shape of the shot pellets also make them less accurate and decelerate quite quickly in flight due to drag, giving shotguns short effective ranges. In a hunting context, this makes shotguns useful primarily for hunting fast-flying birds and other agile small/medium-sized game without risking overpenetration and stray shots to distant bystander and objects. However, in a military or law enforcement context, the high short-range blunt knockback force and large number of projectiles makes the shotgun useful as a door breaching tool, a crowd control or close-quarters defensive weapon. Militants or insurgents may use shotguns in asymmetric engagements, as shotguns are commonly owned civilian weapons in many countries. Shotguns are also used for target-shooting sports such as skeet, trap and sporting clays, which involve flying clay disks, known as "clay pigeons", thrown in various ways by a dedicated launching device called a "trap".



Verylittletime

Level 2 consists of long, dim concrete maintenance hallways with steam pipes lining the walls and ceilings. Doors are rarely found; they house metal shelves and ventilation ducts. The pipes cause the heat in Level 2 to reach immense temperatures, reportedly reaching 200 Fahrenheit (93 °C) and higher, boiling any wanderer alive. It is generally described as decrepitude compared to previous levels, with cracks in the stone surfaces and the pipes being rusted from what appears to be decades of neglect.

Occasionally, doors can lead to small rooms that may contain machinery that is connected to the pipes present throughout the level. Random items that were left by other explorers can be found on the metal shelves, providing resources for wanderers. Due to the insalubrious conditions found in Level 2, roaches and mice are found in the hallways. These creatures should not be eaten without proper preparation under any circumstances, due to the frequency of plagues and bacterial infections that can be caught through the consumption of these mice.

Some sections of Level 2 are completely devoid of light, while others are only lit by alternate sources of light, such as flashlights and lamps. A notable, musty smell can be found in areas where the pipes exist. This is due to the presence of multiple different species of mold growing on the pipe walls and floors. Despite the inherent humidity, water itself is scarce, with the exception of a few small puddles scattered throughout; though, these puddles should only be used as a source of water when one has no other supply.

Level 2 is far more dangerous than Level 1, due to the hazards mentioned above and the sheer number of entities inhabiting the level. If you come into contact with a creature in this level, it is advised that you should run immediately, as they are incredibly hostile and will kill off most victims; even those who escape may suffer serious wounds, usually hindering their ability to progress forward.

As one walks in this level, after a few days of traversing, the pipes will commonly be found with leaks; the steam being shot from these holes will heat up the tunnel, making it impossible for one to walk any further without suffering third degree burns. If one persists at this point, the tunnel will close behind them and they will be cooked alive.



_RayEdits

The Tiger II is a German heavy tank of the Second World War. The final official German designation was Panzerkampfwagen Tiger Ausf. B, often shortened to Tiger B. The ordnance inventory designation was Sd.Kfz. 182. (Sd.Kfz. 267 and 268 for command vehicles). It was known as King Tiger or Royal Tiger by Allied soldiers, and is also known under the informal name Königstiger (the German name for the Bengal tiger which translates literally as King Tiger).

The Tiger II was the successor to the Tiger I, combining the latter's thick armour with the armour sloping used on the Panther medium tank. The tank weighed almost 70 tonnes, and was protected by 100 to 185 mm (3.9 to 7.3 in) of armour to the front. It was armed with the long barrelled 8.8 cm KwK 43 L/71 anti-tank cannon. The chassis was also the basis for the Jagdtiger turretless Jagdpanzer anti-tank vehicle.

The Tiger II was issued to heavy tank battalions of the Army and the Waffen-SS. It was first used in combat by 503rd Heavy Panzer Battalion during the Allied invasion of Normandy on 11 July 1944; on the Eastern Front, the first unit to be outfitted with the Tiger II was the 501st Heavy Panzer Battalion, which by 1 September 1944 listed 25 Tiger IIs operational


Development of a heavy tank design had been initiated in 1937; the initial design contract was awarded to Henschel. Another design contract followed in 1939, and was given to Porsche. Both prototype series used the same turret design from Krupp; the main differences were in the hull, transmission, suspension and automotive features.


The Henschel version used a conventional hull design with sloped armour resembling the layout of the Panther tank. It had a rear-mounted engine and used nine steel-tired, eighty-centimeter-diameter overlapping road wheels per side with internal springing, mounted on transverse torsion bars, in a similar manner to the original Henschel-designed Tiger I. To simplify maintenance, however, as when the same steel-tired road wheels were used on later Tiger I hulls, the wheels were only overlapping without being interleaved—the full Schachtellaufwerk rubber-rimmed road-wheel system that had been in use on nearly all German half-tracks used the interleaved design, later inherited by the early production versions of the Tiger I and Panther.



lim kee ling

A common kind of grass is used to cover the ground in places such as lawns and parks. Grass is usually the color green. That is because they are wind-pollinated rather than insect-pollinated, so they do not have to attract insects. Green is the best colour for photosynthesis.

Grasslands such as savannah and prairie where grasses are dominant cover 40.5% of the land area of the Earth, except Greenland and Antarctica.[4]

Grasses are monocotyledon herbaceous plants. They include the "grass" of the family Poaceae, which are called grass by ordinary people. This family is also called the Gramineae, and includes some of the sedges (Cyperaceae) and the rushes (Juncaceae).[5] These three families are not very closely related, though all of them belong to clades in the order Poales. They are similar adaptations to a similar life-style.

With about 780 genera and about 12,000 species,[3] the Poaceae is the fifth-largest plant family. Only the Asteraceae, Orchidaceae, Fabaceae and Rubiaceae have more species.[6]

The true grasses include cereals, bamboo and the grasses of lawns (turf) and grassland. Uses for graminoids include food (as grain, shoots or rhizomes), drink (beer, whisky), pasture for livestock, thatch, paper, fuel, clothing, insulation, construction, sports turf, basket weaving and many others.

Many grasses are short, but some grasses can grow tall, such as bamboo. Plants from the grass family can grow in many places and make grasslands, including areas which are very arid or cold. There are several other plants that look similar to grass and are referred to as such, but are not members of the grass family. These plants include rushes, reeds, papyrus and water chestnut. Seagrass is a monocot in the order Alismatales.

Grasses are an important food for many animals, such as deer, buffalo, cattle, mice, grasshoppers, caterpillars and many other grazers. Unlike other plants, grasses grow from the bottom, so when animals eat grass they usually do not destroy the part that grows.[7] This is a part of why the plants are successful. Without grass, soil may wash away into rivers (erosion).



Hamdy Abohagar

Knives have been used as weapons, tools and eating utensils since prehistoric times. However, it is only in fairly recent times that knives have been designed specifically for table use. Hosts did not provide Cutlery for their guests in the Middle Ages in Europe. Most people carried their own knives in sheaths attached to their belts. These knives were narrow and their sharply pointed ends were used to spear food to raise it to their mouth to eat.

Long after knives were adopted for table use, however, they continued to be used as weapons. Thus, the multi-purpose nature of the knife continued to pose the threat of danger at the dinner table. However, once forks started to gain acceptance as a more efficient way to pick up food, there was no longer any need for the dangerous pointed tip of the 'dinner knife'.



In 1669 King Louis XIV of France decreed all pointed knives on the street or used at the dinner table 'illegal' and he ordered all knife points ground down, like those similarly used today...in order to reduce violence!



Other design changes took place following the grinding down of the knife point...cutlers began to make the blunt ends wider and rounder to make for ease of use, in combination with the early 'two pronged' fork. Many knives were designed with handles rather like 'pistol' grips and a blade which curved backwards so that the wrist would not have to be contorted to get food to the mouth!



The birth of the 'blunt-ended' knife in Europe had a lasting effect on American dining etiquette. At the beginning of the 18th Century, relatively few forks were imported to America. However, Knives were still being imported with the ends becoming increasingly blunter. Due to the Americans having very few forks to dine with and no pointed-tipped knives, they were forced to use spoons in lieu of forks. Using the spoon to steady the food whilst cutting, then switching the spoon to the other hand in order to scoop up and eat.

The use of Knives as weapons and tools dates back to Prehistoric Times. The earliest Knives were made of Flint. The first Metal Knives were symmetrical double edged daggers, made from Copper...the first single eged knife was made in the Bronze Age 4000 years ago. These Knives would have been used for hunting, cooking and Carpentry.
Knives were first used as Cutlery 500 years ago...here is an example of a Tudor Diner Set. Before that people would carry their own Knife in a Sheath attached to their belt. These Knives were narrow and their sharply pointed ends were used to spear the food rather than using a fork, as we do today.
Various types of Eating Utensils.
Late 19th Century German Knife & Fork Set - Single Knife Early 20th Centry German Knife
18th Centrury Single English Knife - Late 18th Century English Knife & Fork Set
19th Century Knife with Sheath Italian or Spanish Example
Pointed Knife Example 19th Century believed to be a German design. Middle Knife pictured 18th Century German Knife. Example Knife right of picture is an 18th Century English design


There are endless type of knives that have been designed by man over the years...with many different purposes. It is important to remember that any 'knife'...is capable of inflicting serious or fatal injuries! The most wonderful use of a knife invented to actively save life, is the 'Surgical Knife'...a marvellous invention used by skilled hands for good by Surgeons as well as Vetinary Surgeons!



How many uses for the good of 'Man' can you think of...?



Danesh Arshaka Virendra

Description
Level 3, also referred to as "The Electrical Station", is an expansive complex of attenuated brick hallways with electrical machinery scattered throughout. Similarly to Level 0, the layout of Level 3 appears to be randomly segmented, shifting and warping in many directions, most of which being illogical in appearance. One constant that is seemingly universally maintained throughout Level 3 is the piping that lines the walls and ceilings of the strange labyrinth.

Level 3's configuration seems to be much more diversified than that of Level 2, despite some similarities. The majority of said similarities exist in isolated sectors of Level 3, not universally applicable to the level. Nevertheless, both levels are often depicted as having thin, attenuated hallways.

As aforementioned, the walls and ceilings of Level 3 are lined with piping. These pipes vary in size and inventory; some are empty, whilst some are filled with fluids that resemble either water, almond water, or petrol. Neither of these, especially the latter, are safe to consume. In rare instances, the pipes of Level 3 contain articulate wiring, which does not appear to serve any purpose.

Varying types of machinery can be found throughout Level 3, but the majority of these archetypes power an unknown location, seemingly outside of the level; others seem to control and power the pipes. Often, exposed wires emerge from the ceiling, walls, and floors.



A dimly lit hallway in Level 3.
Level 3way.png

In relatively desolate, rare locations in Level 3, dimly lit hallways may be found; as is common throughout most of the level, the lights are relatively quiet, though they seem to be even quieter in these locations. Whilst these hallways may appear eerie to wanderers, there are no accounts of entity attacks, nor any harm being delivered to wanderers in these locations. Many wanderers have reported that these rare spots have soothing effects on all who enter.

Metallic bars can also be found in Level 3, serving no known purpose. Attempts to break through these have been in vain, and they seem to be an unbreakable barrier. In many cases, as pictured, windows lie beyond these bars. Whether or not these particular windows offer any form of exit or anomaly is unknown, as the majority of them are inaccessible, rarely being found anywhere else in the level. All attempts of exploration beyond these bars have been in vain.

As is pictured, strange machinery can be found in Level 3, in rare rooms that seem to follow a common, repeating pattern; they seem to be located in a straight line from one another. The true nature of this, however, is unconfirmed, due to the non-euclidean properties of Level 3.

Many have theorized that these strange rooms present in Level 3 are used to connect the level, and perhaps power it — some have gone as far to claim that the machinery and wires present on Level 3 power the Backrooms at large, or at the very least, the Main Nine. This claim has been widely disputed, though it has not yet been disproven. It is highly feasible that Level 3, the Electrical Station, works as just that; a station used to power the Backrooms.

As aforementioned, windows present behind the strange, indestructible prison bars found on Level 3 are inaccessible; nevertheless, windows are often found in locations which do not contain the bar phenomenon. These locations and Windows differ drastically in comparison to those found behind bars, in several ways:

These windows appear to emit much less light; whilst those behind bars emit light similar to that of a sunny day, these illuminate considerably less — comparable to a cloudy day, or just before sunset.
These windows are, notably, accessible; they are not able to be broken, but are able to be looked out of. The majority of these windows look out to nothing; only greyish clouds are visible, with no ground being seen below. It is unknown whether or not this reflects the true topography of Level 3.

Rooms containing windows are typically well-lit and in close proximity of one another; these clusters of rooms are where most human activity takes place; whilst not the most forgiving places to live and coexist, they are among the safest locations in Level 3, which contains a relatively moderate number of entities.

In rooms and clusters containing windows, it is common for pipes and wires to group together near the top of the walls, much more than they do outside of these rooms. Rarely, when a wire remains unmaintained, direct contact with said wire could cause temporary paralysis. Alternatively, direct contact could also cause uncontrollable movement; the reasons for these effects, presumed to be caused by electrical discharges, are unknown.

Rarely, white signs can be found throughout Level 3; one number, usually three digits, can be read. Below this number is cryptic text; all attempts to decipher said text have been in vain. When the aforementioned repeating pattern of rooms in Level 3 is followed, these signs may appear in each room, increasing in numerical order. They commonly end at 999; they practically reset, reverting to 1 in the next room. Among the earliest M.E.G written accounts of these signs is listed below — written in an S.R's diary in 2006, said researcher was attempting to decipher the strange, cryptic text — to no avail. Intriguingly, many statements made by this researcher do not match up with modern accounts of text found on the walls of Level 3.


“We're finally finished investigating for the day... or whatever you'd like to call the former half of this strange, purely ocular day-night cycle. We've found several rooms, and they seem to all be connected, like a square pattern. I don't know why they're there, but I have been immensely intrigued with my findings. Signs are scattered throughout these rooms, and at the very top, there's a number. These usually increase as we traverse the strange, apparatus-filled rooms. The numbers don't seem to serve that much of a purpose, as we were told they tend to reset around a thousand. Somehow, none of my colleagues took note of the text below these numbers. It's... unreadable. Every now and then, there are readable letters. Once, even a word. But all of the text... it's all so random, lining up with nothing... Whilst we traversed throughout these rooms, I took note of the one legible word I could read. 'Contrivance.'”



Esssssspecially

The Electro Giant is an Epic card that is unlocked from the Rascal's Hideout (Arena 13). He is a slow, building-targeting, melee-ranged troop with very high hitpoints and low damage. Enemy units who damage the Electro Giant while being within a 3-tile radius of him will be damaged and stunned with each hit. He generally resembles the Giant, but wears gloves, goggles, and carries what seems to be an electrical device on his back called the Zap Pack. An Electro Giant card costs 7 Elixir to deploy.

Strategy

The Electro Giant does not inflict any reflected damage if he is frozen. Hence, Freeze can be used along with a swarm card to safely defeat him as it buys 4 valuable seconds.
When a unit attacks the Electro Giant, their attack will take priority over the stun, even though both effects happen simultaneously. Due to this, the Prince and Dark Prince's charge attacks will successfully connect against an Electro Giant.
When against the Electro Giant, your best bet has to be buildings such as Cannon, as they cannot be pulled by his usual support troops, save for damaging spells such as Lightning, which the user can use.
The Electro Giant's high cost leaves the user vulnerable to a push in the other lane such as a Hog Rider. If this happens, the user should either have some cheap troops available to defend, or be prepared to trade towers.
He will easily take out a Princess Tower if he is ignored, so he should not be left alone unless both players are racing for each others' Princess Tower (such as in Sudden Death).
The Inferno Dragon and Inferno Tower can easily and quickly defeat the Electro Giant if placed correctly. The Inferno Dragon should be placed as far as possible to the side, in a position that the Electro Giant will not walk towards (i.e, not between him and a defensive building). The Inferno Tower can be placed as it usually is against building-targeting units; 4 tiles from the river, and 3 tiles from the defending Princess Tower. These workarounds are not infallible, however.
The user's opponent can deploy a Giant Snowball, Tornado or a Fireball to force the Inferno Dragon and other units inside the stunning radius, and they can Zap or distract the Inferno Tower with swarms to give their Electro Giant more time to reach it and stun it.
Like the Golem, he should rarely be played in single Elixir time due to the high 7 Elixir one must commit to use him. Placing him in the back without a sufficient lead or without being able to circumvent the opponent's counters will often give the opponent momentum, through a powerful opposite lane push or a positive Elixir trade on their defense. However, unlike the Golem who cannot defend itself, his reflected damage will hit troops attacking him within a close-set range and potentially destroy them before they can defeat him.
The Electro Giant can be pushed by dashing units like the Dark Prince so that he can travel faster.
The Electro Giant synergizes well with Tornado. This is handy for ranged troops that stay outside his “zap” area that can be pulled in to stun the troops.
The Electro Giant can be used as a defense-turned-counterattack, as he cripples some offensive cards such as a Mighty Miner or a Ram Rider.
Fisherman has synergy with the Electro Giant, as he will pull ranged troops to the Electro Giant's zap radius. He can also defend the Electro Giant from heavy hitters such as P.E.K.K.A by pulling them away towards himself, allowing the Electro Giant to escape their sight range. However, the player will have less Elixir to defend the heavy hitter afterwards, and the Fisherman cannot target air troops, although Electro Giant's zaps will do.
The Barbarian Hut is an effective counter to the Electro Giant when placed in the middle. It will distract the Electro Giant and pull it in range of both Princess Towers, while the Barbarians deal high damage to the Electro Giant for a neutral Elixir Trade, with some Barbarians possibly surviving for a counterattack.
If the opponent makes their own high-cost investment early on, the Electro Giant can be deployed to pressure their other lane, as he threatens to take out an entire Princess Tower if he is ignored. Furthermore, making high-cost investments will restrict them to deploying swarms only, which is ineffective against him.
If the opponent carries Tornado to pull units into the Electro Giant's stun radius, the player can deploy their counter units farther back and close to their King's Tower, making it more difficult for the opponent to safely reel them in. If the opponent makes a misstep, they may activate the player's King's Tower.
Electro Giant's reflected damage is static and is dependent on the enemy's attack speed. Troops that attack slowly with high damage such as the P.E.K.K.A, Mini P.E.K.K.A, or Hunter can handle him alone easily for a positive Elixir trade, while rapid-hitting troops like Lumberjack will suffer much more, since they will be damaged down more quickly and be stunned more often, reducing their DPS. Casting Rage on troops defending against the Electro Giant is not recommended because of this.
The reflected damage is also counted per hit. Because of this, the Electro Wizard and the Executioner will hit the Electro Giant twice, effectively hitting themselves twice. Since their range is longer than the Electro Giant's area, they should be placed as far away as possible to avoid them taking damage. The Hunter is an exception to this, as even with him hitting 10 times per attack, he will still only take the reflexion of 1 hit.
If the player has no other cards to effectively counter him, the Skeleton Army or Minion Horde will deal some limited damage to him. Keep in mind that they will likely all die, but the Electro Giant will be weakened.
Sparky can also counter Electro Giant to a certain extent. Amazingly, even if the Sparky is in the zap radius, its attack would still charge up and not be reset by the reflect damage. This makes it rather reliable against spells that the opponent might use. However, try to place the Sparky further away, outside the zap radius so that it would take minimal damage and set up for a counterattack. It usually only takes 2-4 blasts for the Sparky to finish off the Electro Giant, however, the Tower would still take some damage, so this counter isn't the most effective.
Mirror can also be used on the Electro Giant. Deploy an Electro Giant at the back of your King's Tower and wait for more Elixir. Then deploy the mirrored Electro Giant at the back. The opponent will likely spend a lot of Elixir defending this push.
Avoid using Arrows, Fireball, Rocket, Barbarian Barrel, The Log or Giant Snowball against the Electro Giant if he is attacking the King Tower. This will cause the King Tower to get stunned unnecessarily, making him take longer to defeat the Electro Giant. However, in 2v2 mode you can combine a Tornado with one of these spells to activate your King Tower from the reflect damage, without it taking any damage. This is because damage dealt by any direct damage spell originates from the King Tower and technically counts as an attack by it.



JayHamRTX

Panzerschreck (lit. "tank fright", "tank's fright" or "tank's bane") was the popular name for the Raketenpanzerbüchse 54 ("Rocket Anti-armor Rifle Model 54", abbreviated to RPzB 54), an 88 mm reusable anti-tank rocket launcher developed by Nazi Germany in World War II. Another earlier, official name was Ofenrohr ("stove pipe").

The Panzerschreck was designed as a lightweight infantry anti-tank weapon and was an enlarged copy of the American bazooka. The weapon was shoulder-launched and fired a fin-stabilized rocket with a shaped-charge warhead. It was made in smaller numbers than the Panzerfaust, which was a light, disposable anti-tank weapon that used a system not unlike those of recoilless rifles.

The Panzerschreck development was initially based on the American "bazooka", captured during the Tunisian campaign, November 1942.The Panzerschreck was larger and heavier than its American counterpart – the Panzerschreck had an 88 mm calibre, compared to the 60 mm calibre of the bazooka – which meant that it could penetrate thicker armor, but also produced more smoke when firing.

Calibre 88 mm was selected as the existing RPzB. Gr. 4312 for 8.8 cm Raketenwerfer 43 was reused for Panzerschreck. Warhead and fuzing was carried over, but the rocket motor's housing needed lengthening from 490 mm (19 in) to 650 mm (26 in) to accommodate the longer rocket motor. Raketenwerfer 43 had percussion firing, whereas for the Panzerschreck an electrical priming was selected, forming standard grenade RPzB. Gr. 4322. Other munitions were developed, including drill dummy, practice live rocket with inert warhead and standard grenade with improved contact system.

The earliest production model of the RPzB 54 was 164 centimetres (5 ft 5 in) long and weighed about 9.25 kilograms (20.4 lb) when empty. Unlike the rockets used in American bazookas which extinguished before leaving the tube, the RPzB rockets kept burning for about 2 metres (6.6 ft) after exiting the tube. Users were instructed to wear heavy gloves, a protective poncho and a gas mask without a filter to protect them from the heat of the backblast when the weapon was fired. Improvised shields were made to protect the user and in February 1944, the RPzB 54 was fitted with an official blast shield to protect the operator which made the weapon heavier, weighing 11 kilograms (24 lb) empty. Small numbers of the shortened RPzB 54/1 were later produced. It had an improved rocket, a shorter barrel, and a range increased to about 180 metres (590 ft).

Firing the RPzB generated copious amounts of smoke both in front of and behind the weapon. Because of the weapon's tube and smoke produced, official documentation named the weapon the Ofenrohr ("stove pipe"). This also meant that anti-tank teams were revealed once they fired, making them targets and, therefore, required them to shift positions after firing. This type of system also made it problematic to fire the weapon from inside closed spaces (such as bunkers or houses), filling the room with toxic smoke and revealing the firing location immediately.

Late war German tactical doctrine called for Panzerschreck and/or Panzerfaust teams to set up in staggered trenches no further than 115 metres (377 ft) apart. In this way, attacking armor would face anti-tank fire from multiple directions at a distance of no more than 69 metres (226 ft). Anti-tank teams were instructed to aim for the thinner side or rear armor whenever possible. Allied armored units frequently attempted to add improvised protection to their tanks, e.g., sandbags, spare track units, logs and so on to protect against HEAT rounds. Another defense was to rig metal mesh and netting around the tank, resembling the German Schürzen auxiliary plates. In practice about 1 meter of air gap were required to substantially reduce the penetrating capability of RPzB, thus skirts and sandbags were entirely ineffective against RPzB and Panzerfaust.

In 1944, Germany provided the Panzerschreck to Finland, which used it to great effect against Soviet armour. The Finnish name for the weapon was Panssarikauhu (literal translation of the German name).

The Italian Social Republic and Hungary also used the Panzerschreck. Several Italian units became known as skilled anti-tank hunters and the Hungarians used the Panzerschreck extensively during Operation Spring Awakening.



Ramenn Cate

Peashooter is a main recurring character and one of the most well-known ones within the Plants vs. Zombies franchise. Peashooter serves as the player's first line of defense against the zombies and is often the first plant the player unlocks or plays as.

Peashooter's personality and character throughout the franchise has rarely been elaborated on, with the most stated on him is his high determination and perseverance in fighting zombies. His lack of characterization is likely intentional to reflect on his role as the basic unit of attack in most games.

As of Plants vs. Zombies 3, Peashooter has appeared in every game in the Plants vs. Zombies franchise.

Like most other pea-shooting plants, Peashooter is based on the pea plant (Pisum sativum).

The term peashooter is normally used to refer to a toy version of a blowgun, or as a slang for small or low-caliber firearms, referring to how weak he is in the Plants vs. Zombies games (except for the Plants vs. Zombies: Garden Warfare series).

The name also refers to the fact that Peashooter literally shoots peas.

In the original Plants vs. Zombies game, as well as all Chinese spin-off games based on it, Peashooter is the first plant obtained upon starting the game. He attacks zombies by firing peas down his lane.

He is the only regular, long-ranged offensive plant available up until Snow Pea is unlocked after beating Level 1-6. He is the first Peashooting plant introduced, followed by plants such as Snow Pea and Repeater.

Peashooter made a reappearance in PopCap's ill-fated Facebook game Plants vs. Zombies Adventures, where he retained his role as the player's first form of offense the player receives.

Due to the 3-dimensional style of the tower defense featured in Plants vs. Zombies Adventures, Peashooter no longer attacks in a straight line down a row, instead he is able to attack zombies one-by-one in a 5x5 area around himself.

He has two VIP variants based on him, the Sweet Pea and the Beeshooter, the former of which deals more damage, and the latter of which has a larger attack range.

In Plants vs. Zombies 2, Peashooter is once again the first plant available in the player's seed arsenal, obtained before starting the first tutorial level.

He is the only regular offensive plant that is available until Cabbage-pult is unlocked after beating Player's House - Day 4.

He is a member of the Appease-mint family, dealing 150 more damage when they are on the field and his Plant Food effect has him wear a helmet similar to Gatling Pea and fire a burst of 60 peas.

Peashooter lays a prominent role in the Garden Warfare series of shooter games, where he acts as a front line assault, or a hit and run attacker, dealing heavy splash damage with his primary weapon the Pea Cannon.

Peashooter also has an explosive Chili Bean Bomb to deal large damage in an area, Hyper which allows him to run at high speeds and jump large heights, and the Pea Gatling in which Peashooter can root himself to the ground and fire a barrage of rapid fire peas.

As with the other playable classes in the Garden Warfare series, he has numerous Character variants based on him, each having their own traits that differentiate them from the standard base character.

Peashooter appeared in the Chinese-exclusive turn-based game Plants vs. Zombies: All Stars, where he was the first plant in the Pea line. He evolved into Repeater and then into Gatling Pea. He attacked by firing one pea at an enemy per turn.

His active ability was Pea Barrage, which dealt a lot of damage to the closest enemy in his lane.

His soulmates were members of the Nut line for a damage boost, the Bomb line for a critical chance increase, and the Charm and Pepper lines for a damage boost.

Peashooter and the Pea line as a whole also served as the flagship plant line for Brave type plants and is the first line the player unlocks in the game.

Peashooter also appears in the turn-based mobile card game Plants vs. Zombies Heroes, where he appears as the basic 1StrengthPvZH/1HeartPvZH representative for the Mega-Grow class, more specifically representing the Pea tribe.

Peashooter also has a Plant hero based on him, Green Shadow, whose specialty is boosting the strength of plant fighters and synergizing with plants in the Pea tribe.

Peashooter once again appears in the third-person shooter game Plants vs. Zombies: Battle for Neighborville. He is an Attack class who specializes in combat versatility and explosive damage, via either his high splash damage primary weapon or his Chili Bean Bomb ability.

His Pea Gatling ability has also received a buff where its cooldown is dependent on how much of it is used, with little usage resulting in a shorter cooldown. His Hyper ability has also been replaced with an ability named Pea Suped which is functionally identical to Hyper with the added benefit of increasing Peashooter's rate of fire and allowing him to hover in the air by zooming in with his primary.

Unlike in the Garden Warfare series, Peashooter no longer has any Character variants but instead has a large number of character upgrades, some of which grant abilities and perks to Peashooter's primary weapon and abilities.

Peashooter appeared in Plants vs. Zombies 3, where he reprised his role as a straight-shooting plant that is unlocked in the first level of the game. He also acted as the flagship plant for Shooter type plants.

Due to the different sun system, Peashooter costed 3 sun rather than 100, but otherwise behaved the exact same way he does in Plants vs. Zombies 2, being featured in every level except 15 and 17.

In Plants vs. Zombies 2: Guardian, it serves as an upgrade of Sunflower, which shoots peas towards zombies instead of shooting sun.

In Plants vs. Zombies 2: Summon, it's the first attacking plant unlocked by the player, which has 10% chance of slowing a zombie by 1 second. Twopeater, its upgrade in the mentioned game, has 10% chance of dealing double damage.

Peashooter also appears in Plants vs. Zombies 2: Revenge as the first shooter being unlocked. In this game, an upgraded Peashooter has the look of a Twopeater, but is still a Peashooter according to Crazy Dave and the upgrade menu.

In Plants vs. Zombies 2: Garden, Peashooter is both the first plant to be unlocked and the first plant in the Single-target line. It can be upgraded into Twopeater.

In Plants vs. Zombies 2: League, Peashooter is the first attacking plant unlocked by player. It has 100 points in health, 6 in attack and 250 in range.


He, along with Sunflower, Wall-nut, and Potato Mine are shown as the mascots of the series, appearing in all Plants vs Zombies games, as well as in various promotional materials and merchandise.
Many depictions of the Peashooter erroneously portray it having the back leaves of a Repeater, such as on the machine in Slot Machine and many other promotions for the game.
He resembles Bellsprout from the Pokémon series, and Deku Scrubs from The Legend Of Zelda Series.
He and Threepeater are the only plants that are plant pieces in Plants vs. Zombies Risk.
Peashooter makes a cameo in Bejeweled Blitz, as a tournament "PopCap Friend" player with the score of 20000000.
A statue of a Peashooter appears as a cameo in a Battlefield 4 map named Dawnbreaker. It is thought that this is a response to the Garden Warfare trailer, which paid homages to various trailers from FPS games, mainly Battlefield 3 and Call of Duty: Modern Warfare 3.
Peashooter made a cameo appearance in The Superior Foes of Spider-Man when Janice Lincoln (Beetle) was playing Plants vs. Zombies on her phone during a meeting of the Sinister Six.
With special versions of the DS game, a Peashooter Stylus was included.
An unreleased Peashooter (in his Battle for Neighborville design) weapon charm was discovered in the files for Apex Legends, a free-to-play battle royale game published by EA.



fugu99

The Barbarian is a single-target melee troop. He is the first troop unlocked in the Barracks.
He appears as a male kilt-clad warrior with an angry, battle-ready expression, hungry for destruction. He has close-cropped blond hair and a long, yellow horseshoe mustache. In battle, he wields a sword which he uses to attack.
Barbarians have no preferred target when attacking; they will simply attack the closest building. However, if they become aware of enemy Clan Castle troops, Heroes, or Skeleton Trap skeletons (either by being attacked themselves or by being near another friendly troop under attack), and can fight back against them, they will leave their previously targeted building and instead engage the enemy troops. Once all of the nearby enemy troops are defeated, the Barbarians will proceed to attack the nearest structure.
Strategy
Offensive
Barbarians are commonly used in Barch (Barbarian + Archer) and GoBarch (Goblin + Barbarian + Archer), two basic attack strategies where they are paired with Archers and/or Goblins. In Barch, Barbarians will tank for Archers, allowing for them to deal damage from a distance, and aim to achieve 50% or just destroy exposed Resource buildings. In GoBarch, the Barbarians will tank for the Archers as they destroy the buildings inside the first layer of Walls as the Goblins destroy all the exposed resource buildings. The quick training of Barch and GoBarch relative to other army compositions makes it a good farming strategy at all levels. However, this strategy is extremely weak to splash defenses.
Barbarians can also be used as a filler troop at higher levels, they can also block your troops from being attacked by single-target Inferno Towers.
Large hordes of Barbarians are very effective as they will quickly destroy anything in their path. This is balanced by the fact that the Barbarians are not very effective under heavy fire from splash damaging buildings. As such, players sometimes spread Barbarians to avoid them all being picked off in one group by a Mortar, Wizard Tower or Bomb Tower, as they all deal splash damage.
Besides doing splash damage, the Mortar also knocks back any Barbarians it strikes by 2 tiles (sometimes this can even change the Barbarians' target if it moves them closer to another building).
Players can use Barbarians (or any similarly expendable troops like Archers) first to test what troops are in the defending player's Clan Castle, where any traps are, and where any Hidden Teslas are.
However, if the Clan Castle is centralized such that its trigger area is behind Walls, Barbarians will be less viable for the purpose of triggering it, and other units that can more easily bypass Walls and target defenses (such as Balloons or Hog Riders) are recommended instead.
Barbarians can act as a "poor man's" distracting troop in a similar fashion to Giants; while they have far less health individually, a group of five Barbarians (the same housing requirement as one Giant) has approximately 75% of the health as a similar-level Giant (up to level 5) while doing nearly 4 times the damage. Note that this strategy is far less effective if splash damage defenses (e.g. Bomb Tower, Wizard Tower, and Mortar) are in the area, as they will damage all Barbarians at once and destroy them relatively quickly.
They are good to take out lone buildings, like Builder's Huts placed far away to prevent full destruction.
If a Mortar is exposed and otherwise undefended, a single Barbarian can easily destroy it as Mortars cannot target troops which are 4 tiles or closer, of them.
Defensive
In the Clan Castle, they are capable of soaking up a decent amount of damage, delaying attackers and allowing your fixed defenses to take care of the rest and having a great many, due to their minuscule housing space of 1.
However, since the introduction of the Poison Spell, low-HP units such as the Barbarian are significantly less effective inside Clan Castles.
Barbarians are very vulnerable to splash damaging defenses. Protect your Mortars, if there are Giants, separate them from the Barbarians with their predictable pathing and then use Bombs to cripple them at low TH levels, and in higher Town Hall levels, place Mortars near the edge of the base, allowing their range to cover all of your outside buildings.
Barbarians are somewhat tanky for their housing space. If possible, use their melee pathing to separate them from what is most likely Archer backups.
Upgrade Differences
The Barbarian undergoes significant visual changes at all levels except for level 2 and 4.
Initially, the Barbarian appears to be a short, muscular man wearing a brown kilt with a leather belt and a steel shield-shaped buckle. He also has spiked wristbands on both arms, as well as a short Claymore in his right hand. He wears a pair of leather sandals on his feet.
At level 3, the Barbarian gains a brown leather headband with an emblem on the center, and a bigger, longer claymore.
At level 5, the Barbarian’s headband is replaced with a horned helmet and his claymore turns into bronze.
At level 6, the Barbarian wields a dark iron claymore and sports a mightier horned helmet of a dark gray color and gray horns pointing downward, similar to that of the Masters League symbol. All accouterments (kilt, belt, wristbands, and sandals) turn a darker shade of brown as well.
At level 7, the Barbarian replaces the dark claymore with a lighter-gray one that appears to be molten on each edge, and his horned helmet gains a gold accent along with gold horns. The spiked bracelets on his wrists turn black, and the spikes become gold. His belt buckle also becomes brass-colored.
At level 8, the Barbarian uses a new helmet with larger horns pointing upwards and fur on its front. His bracelets are now solid bands of metal and bronze.
At level 9, the Barbarian's helmet gets deprived of its brown fur and turns into a metal that has a purple tint. A golden thing also gets added to his arm-band and his horns get larger.
At level 10, the Barbarian gets a new helmet with a golden cross on his helmet that covers his eyes. His helmets appear to be shorter with a golden tint transitioning to white at the tip.
At level 11, the Barbarian once again gains a new helmet that appears to be smaller and that appears to have an even more massive gold plate than the previous one, a small triangle made of metal is right in the middle of this gold plate. The barbarian even seems to gain armor for his mustache. The barbarian gains a black fur coat that is reinforced by gold armor. His kilt also seems to get even darker.
Barbarians spawned by the Champion King, Beat King, Ice King, Lunar King, Summer King, Pixel King or Magic King have different appearances to other Barbarians, independent of Barbarian level:
Barbarians spawned by the Champion King wear a full-face steel helmet with wing-like appendages. Their arm-bands are similar to those of level 9 Barbarians and they wield flaming swords just like the Champion King does.
Barbarians spawned by the Beat King wear a purple hat matching the one worn by the Beat King. Their arm-bands are most similar to those of level 10 Barbarians, however the highlights on both the arm-bands and on the belt are a teal blue. They wield neon purple swords that resemble glow-sticks or light up wands.
Barbarians spawned by the Ice King wear an ice crown. They wear white crystal shoulder pads. His bracers are more similar to those of level 11 barbarians, however, they appear to be longer and to be made of blue ice. They wield a sword with a shorter blade and a longer, blue hilt. Their kilts turn blue and their belt buckles are shaped like a blue diamond.
Barbarians spawned by the Lunar King wear a steel helmet that vaguely resembles that of a level 8 Barbarians, minus the leather part. His bracers are similar to those of level 8 Barbarians, however being black with white edges. Their kilts turn golden and their belts turn blue with gold buckles. Their eyebrows and mustaches turn white and change shape. And they wield almost entirely golden double-pronged swords.
Barbarians spawned by the Summer King wear a crown shaped like their respective King's and wear a round swimming mask. Their kilts turn red and their belts turn white, without a buckle. Their bracers are in the form of ropes exactly like those of their respective King.
Barbarians spawned by the Pixel King look like a pixelated, low-poly version of the level 1 Barbarians.
Barbarians spawned by the Magic King look exactly like level 1 Barbarians. However, their hair and mustache turn white and shiny. They also appear to have bright eyes and no irises or pupils. Their kilts turn purple and their belts turn a darker shade of red, without a buckle. Despite looking like level 1 Barbarians, the swords they wield more closely resemble those of level 2 Barbarians, and being entirely white and shiny.



J_C

The XM214 was first developed for aircraft applications. Later General Electric developed it into a man-portable weapon system, known as the GE Six-Pak. The complete Six-Pak system weighed 85 pounds (38.5 kg) with 1,000 rounds of ammunition, comparable in weight to some heavy machine guns. The basic gun in the Six-Pak weighed 27 pounds, or 12.2 kg. The system could be carried by a team of two soldiers and mounted either to an M122 tripod or a vehicle's pintle mount. Length overall is 104.1 cm, gun only is 68.6 cm long. Width (including ammunition case) is 44.4 cm. Sighting was usually by optical telescope.

The Six-Pak consisted of the XM214, the power module, and the ammunition module consisted of two 500-round, factory packed, and disposable cassettes mounted to a holding rack. Linked ammunition was fed through a flexible chute to the gun; when the first cassette was empty, ammunition would then feed from the second cassette, tripping a visible signal that a new cassette needed to be added to the rack.

The power module contained a 24-volt nickel-cadmium battery, a 0.8 horsepower (0.60 kW) motor, and solid-state electronic controls. Unless the battery was plugged into a vehicle's power supply, the battery's charge would be depleted after 3,000 rounds. The system could be broken down quickly into two portable loads of roughly 42 pounds (19 kg) apiece. This was accomplished by means of a quick-release fitting at that end of the belt chute fastened to the gun.

Electronic controls contained a burst limiter and handled the automatic clearing of the gun after bursts. Using the electronic controls, the weapon's rate of fire could be adjusted from 400 rpm all the way up to 4,000 rpm. Later editions of Jane's Infantry Weapons claimed a theoretical cyclic rate of up to 6,000 rpm. George Chinn, author of The Machine Gun Volume V, contended that the XM214 prototype had a rate of fire of up to 10,000 rpm, but the man-portable Six-Pak was limited to 4,000 rpm. General Electric tested it successfully at 12,000 rpm. [3]

Microgun Pod
An 88 by 10 inch (224 x 25 cm) 5.56mm Microgun Pod was also developed for external use on light aircraft and helicopters. The unit had an ammunition capacity of 1,500 to 3,500 rounds and a loaded weight of 186 to 300 pounds (84 to 136 kg). The feeding system was linkless via a helical drum and had a nominal rate of fire of 6,000 rpm. Adjustments to 1,000 or 10,000 rpm were possible if desired. Power could be provided by a built-in battery pack or from the aircraft itself.



Trina Claire

Memories broken, the truth goes unspoken
I've even forgotten my name
I don't know the season or what is the reason
I'm standing here holding my blade
A desolate place (place)
Without any trace (trace)
It's only the cold wind I feel
It's me that I spite as I stand up and fight
The only thing I know for real
There will be blood (blood) shed (shed)
The man in the mirror nods his head
The only one (one) left (left)
Will ride upon the dragon's back
Because the mountains don't give back what they take
Oh no, there will be blood (blood) shed (shed)
It's the only thing I've ever known
Losing my identity
Wondering, "Have I gone insane?"
To find the truth in front of me I must climb this mountain range
Looking downward from this deadly height and never realizing why I fight



Phoebe.

A gun is a device or ranged weapon designed to throw a projectile using pressure or explosive force.[1][2] The projectiles are typically solid, but can also be pressurized liquid (e.g. in water guns/cannons), or gas (e.g. light-gas gun). Solid projectiles may be free-flying (as with bullets and artillery shells) or tethered (as with Tasers, spearguns and harpoon guns). A large-caliber gun is also called a cannon.

The means of projectile propulsion vary according to designs, but are traditionally effected pneumatically by a high gas pressure contained within a barrel tube (gun barrel), produced either through the rapid exothermic combustion of propellants (as with firearms), or by mechanical compression (as with air guns). The high-pressure gas is introduced behind the projectile, pushing and accelerating it down the length of the tube, imparting sufficient launch velocity to sustain its further travel towards the target once the propelling gas ceases acting upon it after it exits the muzzle. Alternatively, new-concept linear motor weapons may employ an electromagnetic field to achieve acceleration, in which case the barrel may be substituted by guide rails (as in railguns) or wrapped with magnetic coils (as in coilguns).

The first devices identified as guns or proto-guns appeared in China from around AD 1000.[3] By the end of the 13th century, they had become "true guns," metal barrel firearms that fired single projectiles which occluded the barrel.[4][5] Gunpowder and gun technology spread throughout Eurasia during the 14th century.[6][7][8]

Etymology and terminology

A 'flying-cloud thunderclap-eruptor,' a proto-gun firing thunderclap bombs, from the Huolongjing.
The origin of the English word gun is considered to derive from the name given to a particular historical weapon. Domina Gunilda was the name given to a remarkably large ballista, a mechanical bolt throwing weapon of enormous size, mounted at Windsor Castle during the 14th century. This name in turn may have derived from the Old Norse woman's proper name Gunnhildr which combines two Norse words referring to battle.[9] "Gunnildr", which means "War-sword", was often shortened to "Gunna".[10]

The earliest recorded use of the term "gonne" was in a Latin document circa 1339. Other names for guns during this era were "schioppi" (Italian translation-"thunderers"), and "donrebusse" (Dutch translation-"thunder gun") which was incorporated into the English language as "blunderbuss".[10] Artillerymen were often referred to as "gonners" and "artillers"[11] "Hand gun" was first used in 1373 in reference to the handle of guns.[12]

Definition
According to the Merriam-Webster dictionary, a gun could mean "a piece of ordnance usually with high muzzle velocity and comparatively flat trajectory," " a portable firearm," or "a device that throws a projectile."[13]

Gunpowder and firearm historian Kenneth Chase defines "firearms" and "guns" in his Firearms: A Global History to 1700 as "gunpowder weapons that use the explosive force of the gunpowder to propel a projectile from a tube: cannons, muskets, and pistols are typical examples."[14]



Party Crasher

Man and machine and nothing there in between
The flying circus and a man from Prussia
The sky and a plane, this man commands his domain
The western front and all the way to Russia
Death from above, you're under fire
Stained red as blood, he's roaming higher
Born a soldier from the horseback to the skies
That's where the legend will arise
And he's flying
Higher, the king of the sky
He's flying too fast and he's flying too high
Higher, an eye for an eye
The legend will never die
First to the scene, he is a lethal machine
It's bloody April and the tide is turning
Fire at will, it is the thrill of the kill
Four in a day shot down with engines burning
Embrace the fame, red squadron leader
Call out his name: "Rote Kampfflieger"
In the game to win, a gambler rolls the dice
Eighty allies paid the price
And he's flying
Higher, the king of the sky
He's flying too fast and he's flying too high
Higher, an eye for an eye
The legend will never die
Higher
Higher, the king of the sky
He's flying too fast, again, he's flying too high
He's flying higher, an eye for an eye
The legend will never die
Higher
Born a soldier from the horseback to the skies
And the legend never dies
And he's flying
And he's flying
And he's flying
Higher, the king of the sky
He's flying too fast and he's flying too high
Higher, an eye for an eye
The legend will never die
Higher, the king of the sky
He's flying too fast and he's flying too high
Higher, an eye for an eye
The legend will never die



acer48

My Heart Is Cold Lyrics
[Verse 1]
Hi! My name is Vlad
You might say that I am bad
But I really—I'm quite nice
If you look into my eyes
Angry and calm
Patient and eager
Maybe not emperor but
A top notch leader
Just kidding I am the best!
I am DJ, I don't dance
The beat is mine, the tune is mine
Just kidding I am the best!
I am DJ, I don't dance
I'm cool, I am ice
And I roll the dice
[Chorus]
My heart is cold
My moves are bold
Never get old
I save the world

[Post-Chorus]
Did you know
I save reporter from tiger attack
Did you know
I drive Formula One car on the race track
Did you know
I test long bridge with a truck
I fight jiu jitsu with one hand on my back
(Did you know) I hit the puck, I make ice crack
I never pull back and never slack
I am cold like Jack

[Verse 2]
I love the Beatles
From London to Ostankino tower
Strawberry fields
Forever - forever in power
Ja Ge—Ja Geroi
If you want this track live bitch
I will play in Bol'shoi
I love my haters
I keep them close when they strive
From the bottom of my heart I wish they're safe and alive
Our plains are endless
Our men are strong
We have beautiful women and
I tell you, they never wrong
You might also like
First Girlfriend
Tydus
Whopper Whopper
Burger King
Peaches
Jack Black
[Bridge]
I love my transformers
They are very tender
Putting they carrots in blenders
Inventing new genders
LGBTQ(prst)
LGBTQ(prst)
LGBTQ(prst)
LGBTQ

[Chorus]
My heart is cold
My moves are bold
Never get old
I save the world

[Post-Chorus]
Did you know
I save reporter from tiger attack
Did you know
I drive Formula One car on the race track
Did you know
I test long bridge with a truck
I fight jiu jitsu with one hand on my back
(Did you know) I hit the puck, I make ice crack
I never pull back and never slack
I am cold like Jack
[Interlude]
-Oh, Hello Mr. Trump
How is in the office?
-Fine, thank you!
-No problem
It was a promise
I see no wall but
That's fine
Another 4 years
It's enough time?

[Chorus]
My heart is cold
My moves are bold
Never get old
I save the world

[Outro: Putin & Greta]
I am here little girl
You called me to save the world
Yes, Mr. Putin; I knew you are a good man
Lets do this



user

The infamous AK-47 or the Avtomat Kalashnikova was produced in the Soviet Union or modern day Russia by Mikhail Kalashnikov. (Михаил Калашников) This weapon was produced in 1947 and put into active service in 1949. This gun uses a 7.62 x 39mm bullet cartridge. This cartridge was extremely powerful at the time whilst also having a low enough charge to not produce to much recoil but also had a low enough weight to give it the bullet a straight path for medium and long range which is important because it would allow the shooter to sustain excellent accuracy on automatic fire. On top of this, the mag size also had allowed the gun to carry large amounts of ammo for the shooter.

During World War II one of the famed Soviet firearm designers Alexy Sudayev (Алексей Судаев) invented the PPS series of guns which majorly jacked up Soviet firepower against the Germans. The gun had caused a quicker defeat of forces which resulted in him becoming a national hero which made the Soviet government to ask him to create a full scale automatic rifle. His first prototype known as the AS-44 was deemed adequate but to heavy. However Alexy soon died of an illness causing him to die on August 17, 1946 he had for a while which stopped the opportunity for gun designs by him.

After this tragic death, the Soviet government solicited any and all interested in the army of gun designers who were currently employed by the government to submit their proposals desiring large amounts of cash and prestige that would come from winning the competition. This resulted in Mikhail Kalashnikov to enter the competition. A common misconception about him is that he was working by himself. However he actually had an entire team of people working around the clock to help him create the AK-47. Including one who created extremely accurate sketches. Because they were so interested, the competition was held in phases whereas more and more people were eliminated. As their weapons were put in a trial by the government.

The design of this rifle had stood out against many of the rifles in this competition. While most modern guns use what is called tight tolerances which keep foreign debris out of the gun. The AK-47 did the exact opposite and used loose tolerances to let debris in while still letting it work. This ruggedness had propelled it to the final spots. But before the last three remaining guns could be commissioned, the teams had to fix any kinks that were identified in each one. Kalashnikov was told the rifle was to heavy so he shortened the barrel significantly. He had also combined the bolt carrier and gas piston into one unit. By doing so he removed the amount parts needed to create an AK-47. By using this effective system along with loose tolerances. The AK-47's legendary reputation was cemented into history.

During the final competition, some competitors who saw Mikhail disassemble and reassemble his gun had walked out knowing that they were bound to lose. due to Mikhail's gun being far superior to what they had created. After the trials, Mikhail's AK-47 had certainly won the competition and was soon put into mass production by the Soviet Army in 1948. And hence the infamous AK-47 was born!



venko_dev

Panzerkampfwagen VIII Maus (English: 'mouse') was a German World War II super-heavy tank completed in late 1944. It is the heaviest fully enclosed armored fighting vehicle ever built. Five were ordered, but only two hulls and one turret were completed, the turret being attached before the testing grounds were captured by advancing Soviet military forces. This vehicle was also built to compete with the Soviet heavy Kliment Voroshilov tank.

These two prototypes underwent trials in late 1944. The complete vehicle was 10.2 m (33 ft) long, 3.71 m (12.2 ft) wide and 3.63 m (11.9 ft) high. Weighing 188 metric tons, the Maus's main armament was the Krupp-designed 128 mm KwK 44 L/55 gun, based on the 12.8 cm Pak 44 towed anti-tank gun also used in the casemate-type Jagdtiger tank destroyer, with a coaxial 75 mm KwK 44 L/36.5 gun. The 128 mm gun was powerful enough to destroy all Allied armored fighting vehicles in service at the time, with some at ranges exceeding 3,500 m (3,800 yd).[4]

The principal problem in the design of the Maus was developing an engine and drivetrain which was powerful enough to adequately propel the tank, yet small enough to fit inside it – as it was meant to use the same sort of "hybrid drive", using an internal-combustion engine to operate an electric generator to power its tracks with electric motor units, much as its Porsche-designed predecessors, the VK 30.01 (P), VK 45.01 (P), and Elefant had. The drive train was electrical, designed to provide a maximum speed of 20 km/h (12 mph) and a minimum speed of 1.5 km/h (0.9 mph).[5] However, during actual field testing, the maximum speed achieved on hard surfaces was 13 km/h (8.1 mph) with full motor field, and by weakening the motor field to a minimum, a top speed of 22 km/h (14 mph) was achieved.[6] The vehicle's weight made it unable to use most bridges; instead it was intended to ford to a depth of 2 m (6.6 ft) or submerge up to a depth of 8 m (26 ft) and use a snorkel to cross rivers.

The Maus was intended to punch holes through enemy fortifications in the manner of an immense "breakthrough tank", while taking virtually no damage to any components.[citation needed]

Development
The development of the Maus originates from a contract given to Porsche for the design of a 100-ton tank in March 1942.[7] Porsche's design, known as the VK 100.01 / Porsche Type 205,[8] was shown to Adolf Hitler in June 1942, who subsequently approved it. Work on the design began in earnest; the first prototype, to be ready in 1943 was initially to receive the name Mammut ('mammoth'). This was reportedly changed to Mäuschen ('little mouse') in December 1942 and finally to Maus ('mouse') in February 1943, which became the most common name for this tank.



Yabuki

The Hog Rider card is unlocked from the Spell Valley (Arena 5). He is a very fast building-targeting, melee troop with moderately high hitpoints and damage. He appears just like his Clash of Clans counterpart; a man with brown eyebrows, a beard, a mohawk, and a golden body piercing in his left ear who is riding a hog. A Hog Rider card costs 4 Elixir to deploy.

Strategy

His fast move speed can boost forward mini tanks like an Ice Golem in a push. At the same time, he can also function as a tank for lower hitpoint troops such as Goblins as he still has a fair amount of health. Most cheap swarms complement the Hog Rider well, as they are nearly as fast as him and usually force more than one card out of the opponent's hand.

The Hog Rider struggles with swarms, as they can damage him down and defeat him quickly while obstructing his path. Barbarians in particular can fully counter him without very strict timing on the defender's part, though be wary of spells.

A Hunter can kill the Hog Rider in 2 hits if placed right on top of it. However, if you place something in front of the Hog Rider, the Hunter's splash will damage the Hog Rider and hit the card in front of it more.

The Hog Rider in conjunction with the Freeze can surprise the opponent and allow the Hog Rider to deal much more damage than anticipated, especially if the opponent's go-to counter is a swarm, or swarms are their only effective counter to him. Skeletons and Bats will immediately be defeated by the spell, while Spear Goblins, Goblins, and Minions will be at low enough health to be defeated by a follow up Zap or Giant Snowball.

However, this strategy isn't very effective against buildings as the Hog Rider will take a while to destroy the building, giving the opponent ample time to articulate another counter.

Against non-swarm troops, it can deal a lot of damage during the freeze time, but this can allow the opponent to set up a massive counterpush. For this reason, players should either only go for a Hog Rider + Freeze when they have other units backing it up from a counterattack, or if the match is about to end and they need to deal as much damage as possible.

It is not a good idea to send in a Hog Rider simply to destroy a building, especially if it is the only building targeting unit available, as defeating Crown Towers becomes substantially more difficult. Spells or simply waiting out the lifetime of the building are more effective. The exception to this is an Elixir Collector placed in front of the King's Tower. If a Hog Rider placed at the bridge, he can destroy the Collector for a positive Elixir trade, though the damage from both Princess Towers will usually mean he does not survive to deal any damage to them. However, if the opponent sends in defending troops, it can be an opportunity to gain spell damage value.

In a deck with several low-cost cards, it might be worth it to simply send the Hog Rider against one building. These decks shuffle their card rotation quick enough, that they will arrive to their next Hog Rider before the next building arrives in the opponent's card rotation.

Long-ranged troops like Musketeer and Flying Machine can snipe those buildings, preserving some of the Hog Rider's health, possibly allowing it to get some Tower damage.

When there are buildings placed in the middle to counter the Hog Rider, understanding the placement of the Hog Rider and the type of building placed can help the Hog Rider to bypass certain buildings.

Passive buildings such as spawners and Elixir Collector have a larger hitbox than defensive buildings; which means that if a passive building was placed 3 tiles away from the river in the middle of the opponent's side, then it is impossible for the Hog Rider to bypass that placement as the Hog Rider will get pulled to that building.

Defensive buildings have a smaller hitbox than a passive building, which means if that if a defensive building was placed three tiles away from the river in the middle of the opponent's side, a Hog Rider placed at the very left or right side of the Arena may be able to bypass it due to its smaller hitbox.

If the player has a building already placed down in the center of the arena, and the opponent tries to bypass it with a Hog Rider at the edge of the arena, they can use certain air troops to push the Hog Rider towards the building as it jumps over the river, effectively denying the bypass attempt. They must be already hovering over the correct placement, as very quick reflexes are required to correctly perform this technique.

For Bats, Skeleton Dragons, and Minion Horde, they should be placed right in front of the Hog Rider as soon as it is deployed.

For Minions, Skeleton Barrel, Mega Minion, Flying Machine, Electro Dragon, Baby Dragon, Inferno Dragon, Balloon, and Lava Hound, stagger the above placement one tile to the right if the Hog Rider is placed on the left side of the arena, and vice versa.

They can also use ground troops to achieve the same result. Something like an Ice Golem deployed at the Hog Rider’s landing spot will obstruct his path and force him to go around the unit, which causes him to be closer to the building instead of the Crown Tower.

The Hog Rider can kite Very Fast non-building targeting troops due to his own Very Fast speed and building only targeting if he is placed on the fourth tile from the bridge, slightly into the opposite lane. He can also stall grounded units when placed right at the bridge. He will pull them towards him while deploying, and then be untargetable by them when he jumps over the bridge. After landing, he will pull them back. This can be useful when the player needs to deal damage in the same lane they are defending. It will also help separate troops behind a tank in a large push.

A Tornado placed on the second tile front of the player's King's Tower and staggered two tiles towards the Princess Tower will activate it without any damage dealt to the Princess Tower, helping them in defending future pushes. This can also be a method of mitigating all damage dealt to a Princess Tower, but doing this more than three times may result in the King's Tower's health being low enough to be targeted directly, opening up the possible threat of a back door three crown. A better alternative is to pull the Hog away from the Princess Tower into the attacking range of all three Crown Towers, which will negate all damage as long as none of them are already distracted

A very powerful combo is the Hog Rider, the Musketeer, and the Valkyrie, typically referred to as the Trifecta. The Musketeer will defend against most troops, while the Valkyrie can protect her and the Hog Rider from swarms or high damage units. The Hog Rider is used to deal damage to the tower.

This can be effectively countered by Lightning, one-shotting the Musketeer and severely damaging both the Valkyrie and Hog Rider. The Minion Horde is also effective, but the enemy can Zap them and the Musketeer will one-shot them all. Even if the Musketeer is defeated, the Hog Rider and Valkyrie will have enough time to severely damage the Tower.

The Hog Rider should be placed behind the Valkyrie to give it a boost so that it stays in front of the Hog Rider, protecting it.

A Hog Rider combined with a Goblin Barrel can be awkward for the opponent to defend against. Timing it so that the Hog Rider is tanking the tower shots for the Goblins is the most effective way to deal damage. However, a Barbarian Barrel can shut this down with minimal Tower damage for a positive Elixir trade, as long as the Goblin Barrel was placed directly on the Tower.

Pairing the Hog Rider with the Balloon can deal devastating damage. If executed properly, the Hog Rider will act as a tank while the Balloon threatens to deal massive damage. The Hog Rider can also destroy any buildings attempting to slow down the combo. However, this combo is very vulnerable to swarms and anti-air cards as neither of the troops target anything but buildings. Additionally, they are easy to separate, due to the disparity in move speeds. Alternatively, the Hog Rider and the Balloon can be played in different lanes to spread the opponent's defenses thin. However, a building or Tornado can bring them back together for an easier defense.

The Hog Rider can be paired with the Lumberjack as both a swarm bait and damage combo. It is a very fast combo with an extremely high damage output potential, so the enemy will likely try to counter it with a swarm. If this happens, use a spell like Arrows to render the opponent defenseless. If they manage to defeat the Lumberjack, the dropped Rage will make the Hog Rider even more dangerous than it normally is.

A fast and deadly combination is the Hog Rider and Mini P.E.K.K.A. combo. Both units are fast but the Mini P.E.K.K.A. does much more damage and does not attack only buildings so the Mini P.E.K.K.A. can deal with troops like the Executioner and Musketeer. However, this combo can be defeated with swarms like Skeleton Army, which will defeat both of them since neither of them can deal area damage. They are also unable to target air troops, so the Minion Horde can stop this easily.

A risky play is to deploy the Hog Rider at the bridge as soon as the match starts. If the opponent does not react fast enough, the Hog Rider will deal a significant amount of damage to the Princess Tower. This can also allow the player to quickly scout the opponent's deck if they happen to react to him fast enough



Dying_Racoon ⸜⁄

The BLU-82, also known as the "Daisy Cutter," is a massive, conventional bomb that was developed by the United States military during the Vietnam War era. The BLU-82 was originally designed as a large, high-explosive weapon capable of creating a massive blast radius, with the primary objective of clearing large areas of jungle and vegetation to create landing zones for helicopters and other aircraft.

The BLU-82 has a weight of approximately 15,000 pounds and measures roughly 11 feet long and 5 feet in diameter. It is an unguided, free-falling bomb that is typically dropped from a cargo aircraft such as the C-130 Hercules. The bomb is designed to detonate in mid-air, creating a massive blast that can cover an area of up to 2,500 feet in diameter.

The BLU-82 contains 12,600 pounds of a mixture of ammonium nitrate and aluminum powder, which is a type of fuel-air explosive. When the bomb detonates, it creates a shockwave that can cause extensive damage to buildings and other structures within the blast radius, as well as causing significant casualties to any personnel within the area of effect.

The BLU-82 has been used by the United States military in a number of conflicts, including the Vietnam War, the Gulf War, and the War in Afghanistan. The bomb was used extensively during the Vietnam War, where it was used to clear landing zones for helicopters and other aircraft, as well as to destroy enemy fortifications and other targets.

Despite its effectiveness, the use of the BLU-82 has been controversial, particularly due to the significant collateral damage that can result from its use. The bomb has been criticized for its indiscriminate nature, as it can cause significant damage to civilian infrastructure and cause civilian casualties in addition to its intended targets.

In recent years, the use of the BLU-82 has been largely replaced by more precise and targeted weapons, such as guided bombs and missiles. However, the BLU-82 remains in the US military's arsenal as a last resort weapon for use in situations where precision-guided munitions may not be effective or available.



Bang Din

grenade is an explosive weapon typically thrown by hand (also called hand grenade), but can also refer to a shell (explosive projectile) shot from the muzzle of a rifle (as a rifle grenade) or a grenade launcher. A modern hand grenade generally consists of an explosive charge ("filler"), a detonator mechanism, an internal striker to trigger the detonator, and a safety lever secured by a cotter pin. The user removes the safety pin before throwing, and once the grenade leaves the hand the safety lever gets released, allowing the striker to trigger a primer that ignites a fuze (sometimes called the delay element), which burns down to the detonator and explodes the main charge.


Hand grenades on display in Hamm, Germany

Demonstration of a German stielhandgranate (shaft hand grenade), a high explosive grenade with time fuze, Netherlands, 1946
Grenades work by dispersing fragments (fragmentation grenades), shockwaves (high-explosive, anti-tank and stun grenades), chemical aerosols (smoke and gas grenades) or fire (incendiary grenades). Fragmentation grenades ("frags") are probably the most common in modern armies, and when the word grenade is used in everyday speech, it is generally assumed to refer to a fragmentation grenade. Their outer casings, generally made of a hard synthetic material or steel, are designed to rupture and fragment on detonation, sending out numerous fragments (shards and splinters) as fast-flying projectiles. In modern grenades, a pre-formed fragmentation matrix inside the grenade is commonly used, which may be spherical, cuboid, wire or notched wire. Most anti-personnel (AP) grenades are designed to detonate either after a time delay or on impact.[1]

Grenades are often spherical, cylindrical, ovoid or truncated ovoid in shape, and of a size that fits the hand of a normal adult. Some grenades are mounted at the end of a handle and known as "stick grenades". The stick design provides leverage for throwing longer distances, but at the cost of additional weight and length, and has been considered obsolete by western countries since the Second World War and Cold War periods. A friction igniter inside the handle or on the top of the grenade head was used to initiate the fuse.



【 sicopaf ♥

500 years prior, Kumandra was a prosperous land when evil spirits called the Druun began to ravage everything. They absorbed souls, turning those into stone. Eventually, the dragons of Kumandra used what was left of their magic to create an orb that warded off the Druun and restored everyone to life, except the dragons who remained turned to stone. The people all wanted the orb's power, which ultimately divided them into tribes based on their placement of a giant river made to resemble a dragon: Fang, Heart, Tail, Spine, and Talon. Heart Tribe acquired the orb and has been guarding it ever since.

500 years later, Chief Benja of the Heart Tribe has been training his daughter Raya to guard the orb. Despite this, he still believes that all the nations will set aside their differences and become Kumandra again. He resolves to invite all the nations over for a feast. Raya ends up befriending the daughter of Chief Virana of the Fang Tribe, Namaari, due to their shared interest in dragons. Namaari gives Raya a dragon pendant, and she, in turn, shows her the location of the orb. However, Namaari betrays Raya, and soon the Fang Tribe attempt to steal the orb. The rest of the tribes find out, and a fight breaks out, resulting in the orb smashing to pieces. The Druun suddenly reawaken as each of the tribes steal a piece. Raya tries to rescue Benja, but he tells her to flee with the piece she has as he turns to stone.

Six years later, Raya has been searching for the end of a stream to summon Sisu, the dragon who supposedly created the orb and the only surviving member of the species, to help her recover the missing orb pieces. She ends up in what is left of the desert-like Tail Tribe and manages to summon Sisu. She admits that she did not create the orb and that her older siblings did, but finds that she can use their powers when she holds onto a piece. They find what is left of the Tail Temple and recover the second piece, with Sisu now gaining the ability to turn into a human. They encounter Namaari and her tribe, but the two manage to escape on a boat driven by a young entrepreneur named Boun, who had lost his family to the Druun. Despite Boun being friendly, Raya refuses to divulge that Sisu is a dragon, nor tell him of her quest, confusing Sisu.

They arrive at the Talon Tribe, who have built their homes over the water to protect themselves against the Druun, as Raya tries to find their leader so that she can reclaim the orb piece. While out in the town, Raya encounters a "con baby" named Little Noi and her trio of monkey-like companions, the Ongis, who adopted her after her mother was lost to the Druun. After a chase, Raya decides to hire them to help her. Sisu goes into town to look for a gift, as she thinks it is better than fighting, only to run into the real tribe leader who threatens her. Raya rescues her and reclaims the piece, allowing Sisu to spew fog and make it back to Boun with Noi and the Ongis joining them.

The group arrives at the Spine Tribe with Raya and Sisu attempting to enter the village. They are caught by Tong, a fearsome warrior who actually does not know what to do with them. Their friends break in and free them, where they are informed of Namaari's arrival. Realizing Tong is the only survivor of Spine, Raya pleads with him to assist her friends to escape while she stalls Namaari. Raya engages in a fight with Namaari and is almost defeated. However, Sisu reverts to her dragon form and fends off Namaari and the Fang Tribe. Before leaving, Namaari is moved by the appearance of Sisu. She returns to Virana to tell her, but she instead demands that she reclaim the pieces and the dragon as she fears that the other tribes will try to take what they have. Back at the boat, Raya finally comes clean to her party about Sisu, and they agree to work together with Tong giving the orb piece he had been guarding and allowing Sisu to gain the ability to summon the rains.

As they get close to the Fang Tribe, Raya suggests breaking in to reclaim the final piece, but Sisu suggests giving them a gift and asking it back. When Raya refuses, Sisu takes her back to what is left of the Heart Tribe and reveals the fate of her siblings. While Sisu did not create the orb, her siblings trusted her enough to do the right thing with it. Raya gives in and decides to give Namaari the dragon pendant as a piece offering so that she can rejoin the rest of the orb pieces. Raya and Sisu meet privately with Namaari, but as soon as she shows the remainder of the orb pieces, Namaari holds a crossbow to them. Sisu tries to talk her down, but Raya, sensing that Namaari will shoot, attacks her, causing Sisu to get hit by the arrow and falls into a river. Namaari flees as the water, which protected the Fang Tribe against the Druun, begins to recede.

The Fang Tribe is attacked by the Druun as Raya enters to confront Namaari, who is grieving Virana's fate at the hands of the Druun. The two fight while Tong, Boun, Noi, and the Ongis rescue the people from the Druun. Raya prepares to strike down Namaari, but she tells her that she has lost everything and does not care anymore. Raya comes to her senses, and she goes to help her friends. Namaari, in turn, helps the group using her orb piece. As the pieces start losing power, they fall into a pit and are surrounded by the Druun. Raya tells them that they need to put the pieces together, but her friends refuse to help Namaari. To show her faith, Raya puts her piece down and allows the Druun to take her. One by the one, the rest follow, with Namaari putting the pieces together and getting consumed by the Druun afterward. The plan works, and the Druun are vanquished as everyone is brought back to life.

The dragons are also brought back to life as they revive Sisu, who thanks Raya for trusting others. Everyone returns to their significant others as Raya returns home to be reunited with Benja. She introduces him to Sisu as all the tribes come together peacefully to celebrate.



epic gamer 444

Here's to the ones that we got
Cheers to the wish you were here, but you're not
'Cause the drinks bring back all the memories
Of everything we've been through
Toast to the ones here today
Toast to the ones that we lost on the way
'Cause the drinks bring back all the memories
And the memories bring back, memories bring back you
There's a time that I remember, when I did not know no pain
When I believed in forever, and everything would stay the same
Now my heart feel like December when somebody say your name
'Cause I can't reach out to call you, but I know I will one day, yeah
Everybody hurts sometimes
Everybody hurts someday, ayy ayy
But everything gon' be alright
Go and raise a glass and say, ayy
Here's to the ones that we got
Cheers to the wish you were here, but you're not
'Cause the drinks bring back all the memories
Of everything we've been through
Toast to the ones here today
Toast to the ones that we lost on the way
'Cause the drinks bring back all the memories
And the memories bring back, memories bring back you
Doo doo, doo doo doo doo
Doo doo doo doo, doo doo doo doo
Doo doo doo doo, doo doo doo
Memories bring back, memories bring back you
There's a time that I remember when I never felt so lost
When I felt all of the hatred was too powerful to stop (ooh, yeah)
Now my heart feel like an ember and it's lighting up the dark
I'll carry these torches for ya that you know I'll never drop, yeah
Everybody hurts sometimes
Everybody hurts someday, ayy ayy
But everything gon' be alright
Go and raise a glass and say, ayy
Here's to the ones that we got (oh)
Cheers to the wish you were here, but you're not
'Cause the drinks bring back all the memories
Of everything we've been through (no, no)
Toast to the ones here today (ayy)
Toast to the ones that we lost on the way
'Cause the drinks bring back all the memories (ayy)
And the memories bring back, memories bring back you
Doo doo, doo doo doo doo
Doo doo doo doo, doo doo doo doo
Doo doo doo doo, doo doo doo
Memories bring back, memories bring back you
Doo doo, doo doo doo doo
Doo doo doo doo, doo doo doo doo
Doo doo doo doo, doo doo doo (ooh, yeah)
Memories bring back, memories bring back you
Yeah, yeah, yeah
Yeah, yeah, yeah, yeah, yeah, doh, doh
Memories bring back, memories bring back you



Lubengour

A hamburger, or simply burger, is a sandwich consisting of fillings—usually a patty of ground meat, typically beef—placed inside a sliced bun or bread roll. Hamburgers are often served with cheese, lettuce, tomato, onion, pickles, bacon, or chilis; condiments such as ketchup, mustard, mayonnaise, relish, or a "special sauce," often a variation of Thousand Island dressing; and are frequently placed on sesame seed buns. A hamburger patty topped with cheese is called a cheeseburger.

The term burger can also be applied to the meat patty on its own, especially in the United Kingdom, where the term patty is rarely used or can even refer to ground beef. Since the term hamburger usually implies beef, for clarity burger may be prefixed with the type of meat or meat substitute used, as in beef burger, turkey burger, bison burger, portobello burger, or veggie burger. In Australia and New Zealand, a piece of chicken breast on a bun is known as a chicken burger, which would generally not be considered to be a burger in the United States; Americans would generally call it a chicken sandwich, but in Australian English and New Zealand English a sandwich requires sliced bread (not a bun), so it would not be considered a sandwich.

Hamburgers are typically sold at fast-food restaurants, diners, and other restaurants. There are many international and regional variations of hamburger.

Etymology and terminology
The term hamburger originally derives from Hamburg, the second-largest city in Germany; however, there is no certain connection between the food and the city.

Hamburger and fries in Tokyo
By back-formation, the term "burger" eventually became a self-standing word that is associated with many different types of sandwiches, similar to a (ground meat) hamburger, but made of different meats such as buffalo in the buffalo burger, venison, kangaroo, chicken, turkey, elk, lamb or fish such as salmon in the salmon burger, but even with meatless sandwiches as is the case of the veggie burger.



n0x

Item#: SCP 7000-j
Object Class: Keter Neutralized.
Codename: R63 Noob Succubus

Special Containment Procedures: SCP 7000-j is to be contained in an 8 meter X 8 meter x 8 meter box comprised fully of concrete with an airlock being the only entrance. The airlock can only be opened by females that have at least Level 3 Security Clerance. The box is to be lifted at all times 5 meters off the ground and to be surrounded by Site 19's strongest female security personnel all armed with M249s. The corners of the containment chamber must be mounted with automatic railguns. It is to be watched at all times by male personnel behind a meter thick glass. In scenarios where SCP 7000-j: breaches, all male staff are to leave Site 19 immediately and Director Moose and all female combatant personnel must combat it. Worst case scenario, the on-site nuclear warhead must be detonated. SCP 7000-j has been neutralized by Dr. Clef.

Description: SCP 7000-j is a ROBLOX noob avatar with long silky black hair that has somehow materialized in our world. It has the largest titties you've ever seen Dr. Bright is no longer allowed to edit this entry. :Site Director Epicly who was browsing through for fun. breasts that are 36 centimeters large Why did you guys write this in? This was completely unnecessary? :Dr. Boring It's top speed is approximately 75 kilometers per hour and it's strength similar to that of 20 monster trucks crashing into you. It is nigh indestructable. It is generally non hostile to women, but it is to men. When it spots a man it immediately tries to hook up. If the man says yes, then they have sexual intercourse and the man dies of exhaustion, specifically after a blowjob. If the man refuses, the man is immediately killed by SCP 7000-j. It's favorite activity is masturbating. Again, why did you guys write this in? You know what? I'm changing it. :Dr. Boring. It's favorite activity is reading novels. Totally not hentai. :Dr Bright. This is the only time I'm gonna allow you to edit this shit. Dr. Boring truly is boring. :Director Moose. stfu: Dr. Boring

Addendum 7000-j-A:

Interview log with SCP 7000-j.
Interviewer: Dr Lightning.
Interviewee: SCP 7000-j
Begin Log:
SCP 7000-j: G'day ma'am.
Dr Lightning (now going to be reffered to as Dr L because I dont have time for this shit. _Why did I marry your lazy ass? -Dr. Lightning._): Hello.
SCP 7000-j: So, why did you want to meet me?
Dr. L: Well, what are you?
SCP 7000-j: I don't know. All I know is that cum tastes good.
Dr. L: Why do you specificall target men, though? Women produce semen as well.
SCP 7000-j: Because I'm not gay, and because men's taste better. I think you can agree with me on that! ;)
Dr. L: OH! Uhmm... I suppose so...
SCP 7000-j: What's your type? I'm sure you can get whatever man you want with those amazing breasts ;)
Dr. L: Uhm... I think I should be the one who is asking questions here...
SCP 7000-j: Oh come on! Just tell me, I'll keep it a secret.
Dr. L leaves the room.
End Log.
You do have nice breasts though. -O5-13
What the fuck bro? Your married to O5-10 bro. She's married too. What the fuck is going in this facility? Man... fuck you 076, why did you destroy my bedroom. Now I have to spend one month in this fucking hellhole of a site. -Site Director Epicly.
End Log.

Addendum 7000-j-B
Cross test with SCP 953.
Supervised by Project Leader Doctor Lightning.
Begin Log:

SCP 7000-j gets introduced to SCP 953's CC.
SCP 7000-j: Hello! Woah, you have nice tits.
SCP 953: That's not all I have... ;)
SCP 7000-j: Sorry, I'm not gay. What's your favorite position?
The rest of the conversation is censored because it was so fucking dirty, Dr. Rights who was present had to leave and begged the O5 Council for a therapist. The rest of the ones present did too. Therapists were not able to help however, so they were treated with amnestics.

Addendum 7000-j-C:
Termination attempt.
SCP 682 and SCP 7000.

WHY THE FUCK DID YOU GUYS PUT THE VIDEO IN???- Director Moose.
I DON'T KNOW, THESE DUMBASSES WERE TOO LAZY TO RIGHT I GUESS -Dr. Lightning
_Sorry, sorry. I'm gonna right it now. -Junior Archivist Seextee Nein.
SCP 7000-j gets introduced to the testing chamber and spots SCP 682
She immediately tries to hook up and gets pushed away. She gets back up after 3 seconds
SCP 7000-j: Guess that's a no.
SCP 7000-j (now referred to as 7) lunges forward at SCP 682 (now reffered to as 6) and punches him right in the eye. 6 gets gets thrown to the wall with left eye socket complete smashed. He heals its back up as 7 stares in amazement. 6 jumps into the air then smashes back down on 7. 7 then pushes his claw up and barely manages to get out.
SCP 7000-j: If you won't let me fuck you, and won't let me kill you, I'll just fuck you by force.
SCP 682: Huh?
SCP 7000-j then grabs SCP 682's shclong and uhh... I'm not writing this shit. They banged, that's all you need to know. I fucking hate this job.

Incident Report 7000-j-A:
she breached, fucked a ton of guys, then director moose and came with all female combatant staff and pushed her back to her cube then closed it. she got through cuz serpent's hand's a bitch lololololol

Addendum 7000-j-D
Termination attempt.
Dr. Clef and SCP 7000-j.

Dr. Clef was assigned to SCP 7000's (now referred to as 7) termination. He infiltrated a Chaos Insurgency base with experimental equipment and with MTF Tau 5 "Samsara" and stole and gender switching anomaly. He then used it to switch genders, fuck 7, and kill her. Apparently, her weakness was lesbian sex. LGBTQ fans be raging ngl



nobedys • 108.3B views

Nobody thinks what I think
Nobody dreams when they blink
Think things on the brink of blasphemy
I'm my own shrink
Think things are after me, my catastrophe
I'm a kitchen sink, you don't know what that means
Because a kitchen sink to you
Is not a kitchen sink to me, ok friend?
Are you searching for purpose?
Then write something, yeah it might be worthless
Then paint something then, it might be wordless
Pointless curses, nonsense verses
You'll see purpose start to surface
No one else is dealing with your demons
Meaning maybe defeating them
Could be the beginning of your meaning, friend
Go away
Go away
Go away
Go away
Leave me alone
Leave me alone
Leave me alone
Leave me alone
Leave me alone
Leave me alone
Leave me alone
Nobody thinks what you think, no one
Empathy might be on the brink of extinction
They will play a game and say
They know what you're going through
And I try to come up with an artistic way to say
They don't know you, and neither do I
So here's a prime example of a stand up guy
Who hates what he believes and loves it at the same time
Here's my brother and his head's screwed up
But that's alright.
Time gains momentum the moment when I'm living in 'em
I'm winning a momentary sinning a moment passing after
A re-beginning moments mending memories
Pretending enemies are friend of me, sending me straight to bending me
My bad behavior but I bet I could have been a better man
Copy and paste caught me, and copy, better rhymes bother me
The better the rhythm the badder I am
But I bet I'll battle with 'em battle
Better I am, Gambling man, better bet I am a gambling man, I am?
Go away
Go away
Go away
Go away
Leave me alone
Leave me alone
Leave me alone
Leave me alone
Leave me alone
Don't leave me alone
Alone
Alone
Alone
Alone
Alone



Biz

Steal a soul for a second chance
But you will never become a man
My chosen torture makes me stronger
In a life that craves the hunger
A Freedom and a quest for life
Until the end the judgment night
Bless me with your gift of lights
Righteous cause on judgement nights
Feel the sorrow the light has swallowed
Feel the freedom like no tomorrow
Stepping forth a cure for soul's demise
Reap the tears of the victim's cries
Yearning more to hear the suffer (of a)
Of a demon as I put it under
Killed before, a time to kill them all
Passed down the righteous law
Serve a justice that dwells in me
Lifeless corpse so far as the eye can see
The eye can see
Bless me with the
Leaf off of the tree
On it I see
The freedom reign
We are falling
The light is calling
Tears inside me
Calm me down
Midnight calling
Mist of resolving
Crown me, with the
Pure green leaf
Praise to my father (Life of a vengeance, a passive test)
Blessed by the water (Until the grave I will rest)
Black night, dark sky (Engage the pressure until it crumbles)
The devil's cry (The existence of the lifeless back souls)
Bless me with the (Onward to the sacred battlefield)
Leaf off of the tree (Where justification and limits are revealed)
On it I see (Tools of steel in rage they conquer)
The freedom reign (Weed out the killing of victims stalker)
We are falling (The powers proven to end the madness)
The light is calling (Upon I take it to end the savage)
Tears inside me (The rays of light, a truth of meaning)
Calm me down (To my father the blood is pleading)
Midnight calling (A justice rage for all to feel)
Mist of resolving (With innocent cries and hatred squeals)
Crown me, with the (The gore of evil seems to satisfy)
Pure green leaf (When slain an maimed and pacified)
Bless me with the (My chosen torture makes me stronger)
Leaf off of the tree(In a life that craves the hunger)
On it I see (A freedom and a quest for life)
The freedom reign (Until the end the judgment night)
Praise to my father (Watch the footsteps but never follow)
Blessed by the water (If you want to live tomorrow)
Black night, dark sky (Steal a soul for a second chance)
The devil's cry (But you will never become a man)



Biz

@The Yaaas girl Gameplay Draw your blade
Shall mark this day
You shall pay
When sworn through swords

My chaos sphere
It rules right here
This is more than war
Bow down or draw your sword

You think you've mastered pain
There are no rules in this game
Cast your ritual taunt
Right before the blood lust hunt

I'll singe the soul, as I burn all
Turning the flesh to soot as I kill them all
Master the blade, it's what you strive for
The bait, the lure
We're sworn through swords

[Give into me] Draw your blade
[Heresy] Shall mark this day
[Brutality] You shall pay
[Face your fears] When sworn through swords

The more you give, the more I maim
You are spirit, and I am bane
Your truth strikes through, as steel guides true
It's enough for pride, but not enough to survive



RandomAsian

The M1 Abrams Tank, by ChatGPT:

Title: The M1 Abrams Tank: Unmatched Power and Dominance

Introduction:
In the realm of armored warfare, the M1 Abrams tank stands as a symbol of strength, technological prowess, and battlefield dominance. Developed by the United States, the M1 Abrams has become a legendary vehicle, embodying cutting-edge engineering, formidable firepower, and unparalleled protection. With a long and illustrious service history, this tank has consistently proven its mettle on the battlefield, shaping the outcomes of conflicts and setting new standards for modern armored warfare.

Body:

Development and Technological Advancements:
The M1 Abrams tank was first introduced in the early 1980s as a replacement for the aging M60 series. Named after General Creighton Abrams, a renowned U.S. Army officer, the tank was designed to meet the challenges of a rapidly evolving battlefield. The development team incorporated advanced technologies, making the M1 Abrams one of the most formidable tanks in existence.
a. Composite Armor: The tank's primary defense lies in its composite armor, which consists of a combination of steel, ceramic, and depleted uranium layers. This composite armor provides excellent protection against both conventional and chemical threats, ensuring the crew's safety in high-risk environments.

b. Gas Turbine Engine: The M1 Abrams is powered by a powerful gas turbine engine, delivering remarkable speed and agility on various terrains. This engine provides rapid acceleration, enabling the tank to swiftly maneuver and position itself advantageously during engagements.

c. Firepower: Equipped with a 120mm smoothbore gun, the M1 Abrams possesses exceptional firepower. It can engage targets accurately over long distances, demolishing enemy armor and fortifications with ease. Furthermore, it carries a secondary armament, including machine guns and anti-aircraft systems, providing versatility and multirole capabilities.

Unparalleled Mobility and Performance:
The M1 Abrams tank demonstrates exceptional mobility, making it an agile and versatile force on the battlefield.
a. Speed and Agility: The tank's powerful engine and advanced suspension system allow it to achieve speeds of up to 42 miles per hour (68 km/h) on roads and around 30 miles per hour (48 km/h) off-road. This high speed and maneuverability grant the tank a significant advantage in tactical movements, enabling it to swiftly react to changing combat scenarios.

b. Cross-Country Capability: The M1 Abrams exhibits excellent cross-country mobility, effortlessly traversing various terrains, including deserts, forests, and urban landscapes. Its robust tracks and suspension system enable it to navigate rough terrains, ensuring operational effectiveness in diverse environments.

Crew Protection and Survivability:
One of the paramount features of the M1 Abrams is its focus on crew safety and survivability, crucial factors in modern warfare.
a. Active Protection Systems: The tank incorporates advanced active protection systems that detect and intercept incoming projectiles, enhancing the survivability of the crew. These systems include radar-based detection, countermeasures, and reactive armor, minimizing the effectiveness of anti-tank weaponry.

b. CBRN Defense: The M1 Abrams is equipped with state-of-the-art Chemical, Biological, Radiological, and Nuclear (CBRN) defense systems, protecting the crew from hazardous substances and ensuring operational readiness in contaminated environments.

Conclusion:

The M1 Abrams tank remains a testament to the United States' commitment to military superiority and technological advancement. With its formidable combination of firepower, mobility, and crew protection, it has secured its place as one of the most powerful and effective tanks in the world. The M1 Abrams has consistently proven its worth on the battlefield, shaping the outcome of conflicts and providing an undeniable advantage to the forces employing it. As the epitome of modern armored warfare, the M1 Abrams continues to inspire and set new benchmarks for the development of future



𝓒𝓸𝓷𝓽𝓻𝓸𝓵𝓮 :)

Immortal temptation
Takes over my mind, condemned
Falling weak on my knees
Summon the strength of mayhem
I am the storm that is approaching
Provoking black clouds in isolation
I am reclaimer of my name
Born in flames, I have been blessed
My family crest is a demon of death
Forsakened, I am awakened
A phoenix's ash in dark divine
Descending misery
Destiny chasing time



All comments from YouTube:

DML

Dangerous SCP-[DATA DELETED] was captured and returned to the containment room

voodon and juju

It EPSILON-11"NINE-TAILED-FOX

DML

@voodon and juju ok

Just a Turkish Countryball

that scp does NOT exist in the official SCP wiki and everything

NoOne

Why the nu-7's is telling "blinking"?its not the scp-173

56 More Replies...

JustARandomTowerHeroesYoutuber

The Anti-Bloon (sometimes referred to as just Anti-Bloon) is the 5th upgrade of Path 2 for the Super Monkey in Bloons TD 6. The Anti-Bloon heavily buffs the Tech Terror's activated ability and increases its base power considerably. The Annihilation ability now does 10,400 damage across a 120 range radius onto up to 2000 Bloons compared to the previous 2,500 damage, 70 range radius, and its ability cooldown decreases from 45s to 30s. The main attacks also gains +4 damage, has +5 pierce, +10 range, for a total of 5 damage, 14 pierce and 82 range. In addition, it now gains the normal damage type. With its ability or the Ultravision crosspath, The Anti-Bloon can pop Camo Bloons too. And lastly, critical hits are improved: the main attack's crits now occur every 13-17 shots instead of every 15-20 shots, and crits deal 50 damage instead of 10, making the damage per shot for a single target range between ~7.647 and ~8.461, with 8 being the average; and the critical 3rd ability usage equates to 15,600 damage.

This upgrade costs $76,500 on Easy, $90,000 on Medium, $97,200 on Hard, and $108,000 on Impoppable.

Appearance

The Anti-Bloon is an entirely robotic monkey bearing massive gold-muzzled, light grey plasma cannons on each arm, with red fins on the muzzle and a red grill on each cannon. These cannons are fed by red tubes linking to its main body and head, which is a sinister dark grey color with ominous red lines on its torso. All its limbs are the same color, with its feet bearing red metal rings around the ankles, and the arms linking directly into its plasma launchers.

The Anti-Bloon's head bears the same glowing red eyes as its predecessor, Tech Terror, though with bright lines around where the irises should be, and its mouth, previously bearing white teeth in a grim frown, is now a pair of jagged metal jaws hung open as it appears to be shouting something. The screws for the mouth hinge are clearly visible as well, and it also has a fairly substantial underbite owing to the fact much of its faceplate is sunken-in metal plating of a lighter color.

Mechanics

The Anti-Bloon massively improves every aspect of Tech Terror, with 5x base damage, (5 normally, 50 on a crit) +5 pierce, (14) +10 range, (82) Normal type damage, (pops any Bloon) and a buffed crit rate of every 13-17 shots.

The Annihilation ability now deals 10,400 damage, has 2,000 pierce, and 120 range.

Targeting Priorities

The Anti-Bloon's main attack has two independently targeting attacks that each shoot projectiles. These projectiles move straightforwardly.

First: Targets the first bloon visible within its range.
Last: Targets the last bloon visible within its range.
Close: Targets the closest bloon visible within its range.
Strong: Targets the strongest bloon visible within its range.
The Anti-Bloon, just like Robo Monkey, has a secondary targeting option called Alternate Arm, which allows for two simultaneous targeting priorities at any given time. This is controlled by a second targeting setting above the original targeting setting. However, both arms cannot be set on the same targeting priority, and one setting must be changed into a different priority before the other setting can be changed into the desired targeting priority.

The Anti-Bloon's annihilation blast, while arbitrarily high, defaults on Close relative to the robot.

The Anti-Bloon can access the Camo Prioritization targeting priority if given the 0-5-2 crosspath, which when set allows the The Anti-Bloon to prioritize Camo Bloons before any other bloon type.


Summary

The Anti-Bloon is an expensive option for dealing huge damage versus bloons of all types, with significantly stronger plasma bolts and provides it with a much stronger annihilation ability for wiping out many bloons across a wider scale. It is a very powerful single-tower option, but its price tag makes it unaffordable outside of large-scale farming. It is possible to purchase Anti-Bloon in a real CHIMPS game, but it is extremely expensive overall, and will likely only be purchasable by at least Round 92.

In the extreme late-game (Rounds 101+), The Anti-Bloon only serves purpose as a required separate sacrifice for the Vengeful True Sun God, alongside Legend of the Night. Because its general DPS greatly diminishes in extremely high rounds, it is worth sacrificing The Anti-Bloon for a 2x strength True Sun God.

Tips
2-5-0 Anti-Bloon serves as the superior crosspath due to the Plasma Blasts upgrade more than doubling the power of The Anti-Bloon.
0-5-2 Anti-Bloon is mostly restricted to specific challenges where it is impossible to grant the Anti-Bloon with external camo detection.
Place the Anti-Bloon in a place where there is a lot of open space, as this will optimize its main power.
Even though the Anti-Bloon's ability has an extremely large blast radius, place the Anti Bloon in an area where its range will cover lots of track, in order for its ability to deal damage at its greatest potential.

Хардам Хазиева

Сколько ты это писал

Amare Ryan

Is this a game 😂

ANKARACADDESİG

n i c e

Tracy Howorth

​@Amare Ryanyes

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