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This thread is for tropers who have trouble with English and would like some help with the crazy grammar of this crazy language.

Write down what you wish to edit on the wiki. If you have been suspended from editing, another troper might be kind enough to edit for you after your suggestions have been corrected.

The thread is for help and feedback on your own suggested edits.

If you want help correcting other people's edits (e.g., if you find a page which seems to have grammar problems but want a second opinion, or you don't feel able to fix it by yourself) then that's off-topic here, but we have a separate Grammar Police cleanup thread that can provide assistance.

Edited by Mrph1 on Nov 16th 2023 at 5:37:57 PM

Arivne Since: Jan, 2001
#23576: Mar 25th 2023 at 8:27:14 AM

[up] @Melinda

...Vader's Castle miniseries.

Still, she has a respectable number of fans...

...help Dr. Frankenstein kill...

...students are rallied to help fight Voldemort even though many...

...are all magic users <- no comma (with a few exceptions), they...

...at no small risk to themselves.

...and takes out his frustration on Liesel.

...better-liked one-shot suspects.

...(which leads to her changing jobs from...

...and many fans are disappointed that he only appears in Big Game.

Victor Tellegio is a Mafia member...

Arivne Since: Jan, 2001
#23577: Mar 25th 2023 at 9:11:04 AM

[up] @Fate Stay Who

Oddly, <- comma when hunting animals <- no comma they will use a bow...

...the Supplies upgrade which...line and the Tracking upgrade being made free...

...and better at countering cavalry, and...

Malay's Forced Levy technology removes their gold cost, <- comma allowing...

Their primary purpose, <- comma as their attacks inflict bonus damage to cavalry.

...Anti-Cavalry, <- comma since they without...units have generally see more...

...as close-combat military units...all but the Spanish and the Bulgarians and the Spanish get...

...they are especially dangerous in a Feudal Age rush.

Spear-throwing units that have extra armor piercing compared...

The Skirmisher Line are anti-archer units that aren't good for much else if the...

Cavalry Archer Line

The Cavalry Archer...the Cavalry Archer...Heavy Cavalry Archer in...

...Civilizations gain bonuses improving the unit <- no comma or buff existing bonuses...

...Bloodlines <- no comma upgrade, <- comma note...units, <- comma only bringing their HP up to...

Units of the Cavalry Archer Line...

...units have their...that need to...technologies are expensive...also increases the...West increases their...Dukes increases their HP.

...so they are just as vulnerable to ranged fire.

Most Civilizations start with one Scout Cavalry in...Scout Cavalry a...Light Cavalry. The...upgrade called the Hussar for certain...

The basic Scout Cavalry isn't...

Units of the Scout Cavalry Line...the Cavalry Archer...Scout Cavalry getting...Light Cavalry and Hussar.

Most cavalry units are vulnerable to conversation by Monks.

^ "conversation" is not correct English. Did you mean conversion?

...in one-on-one games...are the stronger...plentiful <- no comma and...

...faster are faster and ...counterparts have domesticated...

other cavalry, though...as many''' HP...

The last time you submitted a gigantic amount of text to correct, I said that in future I would only correct a reasonable amount of it. This is it - roughly half of the total.

Edited by Arivne on Mar 25th 2023 at 9:11:34 AM

Melinda Since: Dec, 2019 Relationship Status: Puppy love
#23578: Mar 25th 2023 at 9:57:56 AM

@ The Standoff at Sparrow Creek

Released in 2019, the film is a thriller story where members of a militia try to figure out which one of them is responsible for a mass shooting of police officers in time to ward off the retribution of the cops investigating them. Their investigation grows tender as the cops close in and there are radio reports of more militia shootings targeting cops across the country.

Tropes

  • Affably Evil: Hubbel is the most laidback of the militia members and shows some A Father to His Men feelings while discussing his old construction crew, but he is the only one who unambiguously wants the militia to go to war with the cops and admits that he murdered a man who was going to get him and his crew in trouble for accidentally using bad concrete on a highway and causing a pile-up.
  • Bottle Episode: Except for a couple of short flashbacks and the opening scene where Gannon shoots a deer in the woods and then goes back to his trailer, the whole film takes place either inside the warehouse the militia operates outside of or the grounds within a hundred feet of the loading dock.
  • Extremely Short Timespan: The film takes place over less than twelve hours, and that counts the minute or so at the beginning where Gannon shoots a deer during the daytime and then the scene cuts to that night.
  • Freudian Excuse: Cop-hating Jerkass Morris has an abusive father who caused him to hate authority figures and also claims that his daughter was raped and killed by a gang that included an undercover cop who helped kill her to keep his cover and never got punished for it.
  • Gray-and-Gray Morality: Neither side is completely demonized, but both are willing to do some nasty things for beliefs which may or may not be valid and understandable. The militia members have some valid reasons to hate and distrust the police and display few if any explicit Alt-Right leanings. However, they do contain at least four members who have either committed murder or considered doing so for antisocial reasons before the film even starts and consider killing a possibly innocent man to serve as a scapegoat and take the heat off him. The police expect their undercover officers to do some awful things to maintain their cover and set up Ford, Morris, Keating, Hubbel, and Beckmann to get into a standoff with the police over a False Flag Operation and get killed. However, Noah argues that the militia had some genuinely dangerous members in it and probably would have carried out a mass shooting eventually if the cops had left them alone. He also suggests that the incident can be used as a rallying point for stricter control methods that will stop future mass shooters.
  • Manly Men Can Hunt: Two of the seven militiamen, Gannon and Hubbel, were coming back from successful deer hunts during the shooting.
  • The Smart Guy: Beckmann is a teacher and radio expert who is Genre Savvy about what happens in mass shootings (both in terms of police responses when they suspect terrorism and how most shooters commit suicide at the scene). Keating proves to be even smarter once he finally drops his mute act. He nearly graduated from college when he was nineteen and is an eloquent speaker with an eidetic memory, a wide range of arcane knowledge, and keen social insight. That being said, he is also far more dangerous and unstable than Beckmann.
  • Undercover Cop Reveal: When Gannon questions the other militia members one-by-one early on, it is revealed that Noah is an undercover cop keeping tabs on the militia (with Gannon being his Secret-Keeper). Noah says his handler died during the shooting, so he will be unable to prove this and can’t use his status to help himself or the group during the investigation. It turns out he is lying and faked the series of shootings as a False Flag Operation to wipe the militia out.

Edited by Melinda on Mar 25th 2023 at 6:01:20 AM

JujuP Since: Jul, 2013
#23579: Mar 25th 2023 at 1:04:11 PM

Film.World War Z

  • Godzilla Threshold:
    • As in the novel, Israel is welcoming everyone inside their walls (Palestinian flags can be observed in the crowd), arguing one homan inside is one less zombie outside.
    • After discovering the Zekes doesn't attack people with terminal disease, Gerry suggest using deadly yet treatable infectuous diseases. Not on the zombies but on healthy humans. Later, in Cardiff, he injects himself with the content of a flask inside the WHO compound, not knowing if he was injecting himself with an untreatable disease. Later, the WHO is distributing a mixture of meningitis, H 5 N 1 and smallpox to fight infections.

Corrected version:

Main.Mismatched Atomic Expressionism

Anime

  • The opening of Great Pretender uses this style, inspired by Catch Me If You Can, another work telling the story of a confidence man.

Clare Since: Aug, 2009
#23580: Mar 25th 2023 at 2:16:45 PM

@ Melinda

The Standoff at Sparrow Creek

Released in 2019, the film is a thriller story where members of a militia try to figure out which one of them is responsible for a mass shooting of police officers in time to ward off the retribution of the cops investigating them. Their investigation grows tender as the cops close in and there are radio reports of more militia shootings targeting cops across the country.

^ What do you mean by "their investigation grows tender?"

Tropes

  • Affably Evil: Hubbel is the most laidback of the militia members and shows some A Father to His Men feelings while discussing his old construction crew, but he is the only one who unambiguously wants the militia to go to war with the cops and admits that he murdered a man who was going to get him and his crew in trouble for accidentally using bad concrete on a highway and causing a pile-up.

  • Bottle Episode: Except for a couple of short flashbacks and the opening scene where Gannon shoots a deer in the woods and then goes back to his trailer, the whole film takes place either inside (repeated word - cut) the warehouse the militia operates outside of or the grounds within a hundred feet of the loading dock.

  • Extremely Short Timespan: The film takes place over less than twelve hours, and that includes the minute or so at the beginning where Gannon shoots a deer during the daytime and then the scene cuts to that night.

  • Freudian Excuse: Cop-hating Jerkass Morris has an abusive father who caused him to hate authority figures and also claims that his daughter was raped and killed by a gang that included an undercover cop who helped kill her to keep his cover and never got punished for it.

  • Gray-and-Gray Morality: Neither side is completely demonized, but both are willing to do some nasty things for beliefs which may or may not be valid and understandable. The militia members have some valid reasons to hate and distrust the police and display few if any (repeated word - cut) explicit Alt-Right leanings. However, they do contain at least four members who have either committed murder or considered doing so for antisocial reasons before the film even starts and consider killing a possibly innocent man to serve as a scapegoat and take the best off him. The police expect their undercover officers to do some awful things to maintain their cover and set up Ford, Morris, Keating, Hubbel, and Beckmann to get into a standoff with the police over a False Flag Operation and get killed. However, Noah argues that the militia had some genuinely dangerous members in it and probably would have carried out a mass shooting eventually if the cops had left them alone. He also suggests that the incident can be used as a rallying point for stricter control methods that will stop future mass shooters.
^ What do you mean by "and take the best off him?"

  • The Smart Guy: Beckmann is a teacher and radio expert who is Genre Savvy about what happens in mass shootings (both in terms of police responses when they suspect terrorism and how most shooters commit suicide at the scene). Keating proves to be even smarter once he finally drops his mute act. He nearly graduated from college when he was nineteen and is an eloquent speaker with an eidetic memory, a wide range of arcane knowledge, and (repeated word - cut) keen social insight. That being said, he is also far more dangerous and unstable than Beckmann.

  • Undercover Cop Reveal: When Gannon questions the other militia members one-by-one early on, it is revealed that Noah is an undercover cop keeping tabs on the militia (with Gannon being his Secret-Keeper). Noah says his handler died during the shooting, so he will be unable to prove this and can’t use his status to help himself or the group during the investigation. It turns out he is lying and faked the series of shootings as a False Flag Operation to wipe the militia out.

kawaiineko333 (4 Score & 7 Years Ago)
#23581: Mar 25th 2023 at 3:28:05 PM

Remnant: From the Ashes

  • Time Skip: The "Subject 2939" DLC takes place one year after the main story.

Remnant: From the Ashes

Folder->Dreamer/Nightmare

  • Load-Bearing Boss: After he's killed, Ward 17 begins to collapse, giving the Traveller just enough time to escape its destruction.

Melinda Since: Dec, 2019 Relationship Status: Puppy love
#23582: Mar 25th 2023 at 5:40:28 PM

Thanks

@ Jeremiah

  • In "The Mysterious Mr. Smith":
    • Markus complains about how Smith is crazy and only ever talks about hearing God talk to him, while Kurdy insists there is more to Smith. Smith comes over to sit next to them, looks at his meal and says "God", out of frustration about forgetting some salt. Markus thinks he is talking about a vision from God, asks about it, then tries to pretend he meant something else after Smith explains what he really meant. After Markus leaves, Smith unwittingly echoes what Markus says about him by saying Markus is nice but strange.
    • When Libby tells Jeremiah the people of Millhaven respect him so much they will give him a fruit basket, he says that sounds crazy, so maybe he will have fruit and nuts. Then, to his bemusement, he really does get a fruit basket.
    • The town reporter writes an article about Jeremiah and his defiance against Daniel with the headline "Man of Principle or Well-Intentioned Idiot?" Jeremiah tracks down Frank and angrily brings up the "Well-Intentioned Idiot" part while Frank tries to hide behind the first part of the headline.
    • The Oh, Crap! look Jeremiah and Frank share when they hear the roof they are standing on about to give way.
@ Jeremiah
  • In "The Mysterious Mr. Smith", the first battle between the main characters and the Army of Daniel has a definite David vs. Goliath feel when the enemy soldiers arrive in an armed, fully-functioning tank. Jeremiah then forces the tank crew to abandon their vehicle by throwing a road flare down the tank hatch.

@ Jeremiah

  • "The Mysterious Mr. Smith" features a group of escapees from a Daniel-run labor camp who broke out of the camp for the purpose of exposing the atrocities at those camps at some point before the beginning of the episode.
  • "The Mysterious Mr. Smith" briefly features a group of people who travel across the country, memorizing an oral history of what has happened since the Big Death. One of the subjects of their project, a Long-Dead Badass named David, also counts, as he is well known for saving scores of people during the accidental burning of the first city to be destroyed by a natural disaster after the Big Death, and then went on to die heroically saving more lives during a later catastrophe or battle.
@ Jeremiah
  • In "The Mysterious Mr. Smith", Smith reveals he is helping a group of traveling chroniclers record the history and heroism of the post-Big Death world. Kurdy (who has been suspicious of Smith lately) is placated, but asks why Smith was telling that group about him. Smith replies that he sees Kurdy as one of the heroes and history-makers of the new world and himself as Kurdy’s scribe.

@ Checkmate

Checkmate, by Anla'Shok is a The Hunger Games story mainly following Mags, from tribute to Rebel Leader, over the course of 65 years. It focuses heavily on the Fire-Forged Friends nature of the victors community, long-term plans to covertly build up sympathy for the Districts in the capitol, and the culture of District 4. The story has a lot of Mood Whiplash between dystopian drama and Camp.

Tropes:

  • Cycle of Revenge: The back and forth attrition between the Rebels and Capitol, and how the Capitol is prone to Moral Myopia about their murders while the Rebels view theirs as Dirty Business, become a major theme as things go on. One notable moment is when the Capitol causes a train derailment that kills the relatives of several victors, and the Rebellion responds by assassinating relatives (albeit ones involved in Capitol politics) of Caesar Flickerman after he tells Mags that what happened was her fault and shows an awareness of what really led to the train derailment.
  • Deadly Distant Finale: The book ends fifty years after the ending point of the original trilogy where, even with life-enhancing technology being available to the main cast, many prominent survivors of the Rebellion (Haymitch, Beetee, Gale, etc.) have died.
  • Doorstopper: At over 661,000 words (counting author's notes) the main (there are are a few companion pieces) story is longer than the original Hunger Games trilogy and The Ballad of Songbirds and Snakes combined.
  • The Hero Dies: Mags, who is Doomed by Canon, gets a Surprisingly Sudden Death in chapter 95 out of 102 when she makes her Heroic Sacrifice in the 3rd Quarter Quell.
  • Karma Houdini: Caeser Flickerman is monstrously cruel to many of the tributes who appear on his stage and are being sent to die for their ancestors’’ actions, and also seeks to stop the Rebellion at any cost while approving of murdering the relatives of Rebels. He changes his face with Magic Plastic Surgery, gets a job with the new regime, and is apparently never punished.
  • No Name Given: The District 10 3rd Quarter Quell victor-tributes (a woman who can't feel pain and has been Playing Both Sides in a somewhat sympathetic way and a man who lives a feral existence and avoids other people out of fear he will kill them) are among the only unnamed victors in the story.
  • Related in the Adaptation:
    • Mags is Finnick's aunt, while there is no confirmed blood relationship between them in canon.
    • Plutarch Heavensbee is the father of Cecelia's children, when the two never interact in canon.

@ Recuit The Muggles

  • Vader's Quest: When Luke is blinded and helpless, a crowd of locals (both longtime Rebel sympathizers and Neutral No Longer civilians) come together to pull a Go Through Me gambit against Darth Vader and take out his stormtroopers.

Edited by Melinda on Mar 26th 2023 at 1:23:54 AM

FateStayWho Since: Jul, 2016
#23583: Mar 25th 2023 at 8:56:36 PM

@Arivne thanks anyways.

Age of Empires II: Units

Units Introduced in Age of Kings

Villager

The Worker Unit for all factions. They build structures, gather resources, and while they can fight, it is best to keep them away from combat.

  • Purely Aesthetic Gender: Villagers come in male and female varieties, but the stats for both are the same.
  • Worker Unit: They act as the builders and primary resource gatherers. Oddly when hunting animals, they will use a bow, which is more effective than the knife they use against units.

Militia Line

The basic infantry unit produced from the Barracks. All Civilizations have access to the first three ranks. The Militia are the first ones available in the Dark Age. After advancing to the Feudal Age, they can be upgraded to Men-at-Arms. In the Castle Age, they can be upgraded to the Long Swordsmen. All Civilizations aside from the Persians have access to an upgrade in the Imperial Age called the Two-Handed Swordsmen. Certain Civilizations have access to another upgrade in the Imperial Age called the Champion.

  • Balance Buff: Since the Militia Line tends to fall out of use past the early game, its units have received several buffs like the Arson upgrade note , the Supplies upgrade note , the Tracking upgrade being made free note , along with improvements to their stats.
  • BFS: As their name implies, the Two-Handed Swordsmen carry giant swords that are almost as long as they are tall and require two hands. The Champions have similar-sized swords.
  • Heavily Armored Mook: Each rank wears armor, but the higher ranked wear heavier armor, the highest two wearing plate mail.
  • Non-Indicative Name: Despite what the name says, the Long Swordsmen do not actually use longswords as their swords; while larger than those of the Men-at-Arms, they are still carried in one hand.
  • Overshadowed by Awesome: A problem the Long Swordsmen and ranks above it have long suffered from. The Spearmen line units are weaker than the Militia Line but are cheaper and better at countering cavalry, and since games that reach the Castle Age see the Knight line get more use than the Militia line, being Anti-Cavalry had made many players favor the Spearmen. Once players reach the Castle Age, they have access to Knights, which are faster, stronger, and more durable, so despite their greater cost, most players rely on them.
  • Primitive Clubs: Militia, the starting unit on this line, carry spiked clubs, as opposed to the more impressive swords the more advanced units carry.
  • Shields Are Useless: The Men-at-Arms gain purely cosmetic shields as their armor isn't any better than a Militia. The Two-Hand Swordsmen and Champion have no shields, which doesn't lower their protection.
  • Zerg Rush: Militia line units are cheap, so a popular strategy is to amass them in the early game to go for a quick kill before the enemy can advance to a later age. Malay's Forced Levy technology removes their gold cost, allowing them to be massed even when gold runs low.

Spearman Line

Cheap Anti-Cavalry infantry available once a player reaches the Fedual Age. In the Castle Age, most Civilizations can upgrade them to the Pikeman. In The Conquerors, an upgrade is added to the Imperial Age called Halberdiers.

  • Anti-Cavalry: Their primary purpose, as their attacks inflict bonus damage to cavalry.
  • Blade On A Stick: It is in their name; after all, they carry large polearms.
  • Not the Intended Use: Spearman line units are designed as Anti-Cavalry since without that bonus damage, they are weak units. However, they are cheap and don't cost any gold. Plus, Knight line units generally see more use past Castle Age than the Militia line, so it is common to see players rely on Spearmen in place of Militia.

Archer Line

The most common ranged units. They are not as durable as close-combat military units, but they attack from a distance and benefit from upgrades that increase their range. All Civilizations get the basic Archer in the Feudal Age, all but the Spanish and Bulgarians get the upgrade known as the Crossbowman in the Castle Age, and certain Civilizations get access to the Imperial Age upgrade, the Arbalester.

  • Armor Is Useless: The Arbalesters wear plate mail, which is merely cosmetic. Their armor isn't any better than the lower-rank archers.
  • Long-Range Fighter: The Archer Line benefits from several upgrades that increase their range, making them especially dangerous in mass.
  • Zerg Rush: The Archer Line are cheap units, so when massed, they are especially dangerous in a Feudal Age rush. Persians can make them even more affordable in Definitive Edition with their Kamandaran unique tech, which lowers the total resource cost for the unit line and removes their gold cost, making them easy to mass even in the late game.

Skirmisher Line

Spear-throwing units that have extra pierce armor compared to other units. This and their bonus damage against archer units make them an excellent counter to ranged units. All Civilizations have access to the basic Skirmisher in the Feudal Age, and everyone besides the Turks can upgrade them to the Elite Skirmisher in the Castle Age.

^pierce armor is a stat in Age of Empires, not a typo.

  • Blade On A Stick: The Skirmisher Line wield spears, though they throw them instead of stabbing with them.
  • This Looks Like a Job for Aquaman: The Skirmisher Line are anti-archer units that aren't good for much else the player doesn't face archers. Luckily they are very good at this, and the threat of massed archers means they frequently come in handy.

Cavalry Archer Line

Horse-mounted archers who have greater mobility, HP, and damage than the Archer Line but are more expensive, less accurate, and have a shorter range. The Cavalry Archer is available in the Castle Age to most Civilizations. Only a handful don't have access to it. Most Civilizations with access to the Cavalry Archer can upgrade it to the Heavy Cavalry Archer in the Imperial Age.

  • Balance Buff: New expansions and patches frequently buff this unit line. They have gained increased range and a lower cost, and Civilizations gain bonuses improving the unit or buffs to existing bonuses. The exception is the Huns, whose bonus lowering the cost of this unit line has been decreased.
  • Fragile Speedster: While they are more durable and hit harder than the Archer Line, they still have less damage and HP than Militia Line units from the same age, with the Bloodlines upgrade note  only bringing their HP up to that of a Long Swordsman. Their main strength is their speed, with their mobility allowing them to fire at enemies, retreat out of their reach, and fire again.
  • Horse Archer: As their name implies, they are archers who ride horses.
  • Some Dexterity Required: Units of the Cavalry Archer Line are not meant to stand and shoot. Players need to ensure they stay out of the reach of slower units, which, if done correctly, means melee units will never get close to them.

Hand Cannoneer

A gunpowder unit only available in the Imperial Age that only certain civilizations can access if they research Chemistry. Hand Cannoneers have greater range, far greater damage than Arbalesters, and bonus damage against infantry. Aside from requiring an expensive technology to train, they have the downside of lower accuracy and rate of fire compared to the Archer Line.

  • Anti-Infantry: They get a significant damage bonus against infantry, and a little extra damage to the Spearman Line, making them dangerous to almost all infantry.
  • Balance Buff: In the base game, Hand Cannoneers and other gunpowder units have their own technologies that need to be researched for players to access them. As these technologies are expensive, on top of the cost of researching Chemistry, they are removed in The Conquerors, so gunpowder units only require researching Chemistry. The Conquerors also increases the Hand Cannoneers' accuracy and bonus damage. Lords of the West increases their accuracy again, and Dawn of the Dukes increases their HP.
  • Bottomless Magazines: Hand Cannoneers use what is clearly a single-shot weapon, but they never run out of ammo.
  • Glass Cannon: Hand Cannoneers do not benefit from damage upgrades to ranged units. They still do greater damage than Arbalesters, especially if they are attacking infantry, where their bonus damage allows them to deal more than double the damage of fully upgraded Arbalesters. They do start with a point of melee armor, making them slightly more durable than Arbalesters. However, they have the same HP, so they are just as fragile to ranged fire.

Scout Cavalry Line

Frail, speedy cavalry units with a high line of sight. Most Civilizations start with one Scout Cavalry in the Dark Age but need to advance to the Feudal Age and build a Stable before they can train more. Advancing to the Feudal Age gives the Scout Cavalry a free bonus to damage, speed, and line of sight, making them good at hit-and-run attacks. Advancing to each subsequent age improves their line of sight. In the Castle Age, they can be upgraded to Light Cavalry. The Conquerors adds another upgrade and certain Civilizations in the Imperial Age called the Hussar. While weaker than the Knight Line, this unit line does not cost gold, so they will often replace the more expensive cavalry if gold becomes scarce.

  • Boring Yet Practical: The basic Scout Cavalry isn't much of a fighter, but their line of sight is vital for early game recon. They also do not cost gold, so if it runs low, they act as substitutes for players who can no longer afford the Knight line.
  • Fragile Speedster: Units of the Scout Cavalry Line are weaker than the Militia Line. But they are fast, even beating the Cavalry Archer Line. Their speed means they are surprisingly deadly against archers and siege units, which have difficulty hitting them. The basic Scout Calvary getting a boost to its speed in the Feudal Age actually makes it a hair faster than the Light Calvary and Hussar.
  • This Looks Like a Job for Aquaman: Most cavalry units are vulnerable to conversion by Monks. The Scout Cavalry line lacks their vulnerability and does extra damage to Monks, making them useful as support for the stronger cavalry.

Knight Line

Armored cavalry who form the offensive punch of most Civilizations. They are fast, durable, hit hard, expensive, and vulnerable to the Spearmen Line and conversation by Monks. Civilizations, except for the Mesoamerican (who don't have cavalry) and Indian Civilizations (who have different units as substitutes), have access to the Knight in the Castle Age. Aside from the Saracens, all Civilizations with access to the Knights can upgrade them to Cavaliers in the Imperial Age, and a handful can upgrade the Cavaliers to Paladins.

  • Awesome, yet Impractical: Upgrading Cavaliers to Paladins is typically this in one-on-one games. Paladins are the stronger, but the upgrade is so expensive that the resources are generally better spent creating more Cavaliers. In team games where resources are plentiful, and the Knight line can benefit from team bonuses, Paladins see more use.
  • The Faceless: The helmets on Cavaliers and Paladins hide their faces from view.
  • Heavily Armored Mook: Knight line units are covered in armor. The basic Knights wear chainmail, and the Cavaliers and Paladins wear plate mail.
  • Lightning Bruiser: Knight line units hit harder than infantry, attack bonuses notwithstanding, are much more durable, and are faster. As a result, once players reach the Castle Age, they are often favored over the Militia line. Balance Buffs to the Militia line means they can potentially beat Knight line units of the same level with equal resources, but the greater HP and armor of the Knight line means they last longer against defensive structures.

Camel Rider Line

Specialist cavalry who are weaker than the Knight Line but are faster and cheaper while dealing bonus damage to other cavalry. Compared with the Spearmen Line, they are more expensive, but their speed means they have a better chance of catching fleeing cavalry as opposed to simply frightening them away. Their main strength is that they deal bonus damage against other cavalry. Only certain Civilizations whose real-life counterparts domesticated camels have access to Camel Riders in the Castle Age. Certain civilizations upgrade them to Heavy Camel Riders in the Imperial Age.

  • Anti-Cavalry: They are cavalry units that specialize in killing other cavalry.
  • Balance Buff: The Conquerors reduces this unit line's training time and increases their speed. The Forgotten increases the Camel Riders' damage and lowers the time it takes to upgrade them to Heavy Camels, and Dynasties of India improves their line of sight.
  • BFS: Heavy Camel Riders carry much larger swords than their un-upgraded counterparts.
  • Horse of a Different Color: A realistic example of cavalry who ride on camels.
  • Lightning Bruiser: Compared to the Knight Line, the Camel Rider Line is faster and deals greater damage against other Calvary, though they do not hit as hard against other units. Camel Riders and Heavy Camel Riders have as much HP as Knights and Cavaliers, respectively, though they lack the Knight line's armor.

Battering Ram Line

Siege units designed for destroying buildings. They have a low base attack as they are meant to attack buildings, against which they inflict heavy bonus damage. They have high HP and pierce armor, so they are resistant to attacks from archers, but their melee armor is actually negative, so they die quickly in melee or if they come under attack from the Mangonel Line. In The Conquerors, this unit line gained the ability to garrison infantry and archers. For each unit garrisoned, the ram gains a slight boost to its speed and increases its bonus damage against buildings. Fully garrisoned, the ram is faster than a Scout Calvary, even after their speed boost in the Feudal Age.

All except Indian Civilizations have access to the Battering Ram in the Castle Age and upgrade it to the Capped Ram in the Imperial Age. Far fewer can upgrade the Capped Ram to the Siege Ram.

  • Anti-Structure: The Battering Ram line has low base damage and heavy bonus damage against buildings. As such, they are not suitable for attacking units.
  • Awesome Personnel Carrier: The Conquerors allows this unit line to garrison infantry and archers. Battering Rams can garrison four units, Capped Rams can garrison five, and Siege Rams can garrison six. This helps protect these units from archers while increasing the ram's range and anti-building bonus damage.
  • Siege Engines Dedicated Anti-Structure siege units that are cheaper than most other siege units and far more durable. At a cost, they have to get in close to deal damage.
  • Stone Wall: Even the basic Battering Ram has more HP than a Paladin with Bloodlines. While garrisoning units makes them extremely fast, they have low damage unless they attack siege units or structures.

Mangonel Line

Catapults that launch a cluster of rocks at the enemy. They deal heavy damage, which, combined with their high pierce armor, makes them deadly against archers. They deal bonus damage against buildings, not as much as rams, but their already high attack means they deal far more damage than non-siege units. All Civilizations have access to Mangonels in the Castle Age. All Civilizations aside from Turks and Huns can upgrade them to Onagers in the Imperial Age. Certain Civilizations can upgrade the Onagers to Siege Onagers.

  • Achilles' Heel: Cavalry. Their speed means they can avoid the projectiles and get in close where the siege units cannot attack them.
  • Balance Buff: Before The Forgotten, researching Chemistry reduced the speed of this unit line's projectiles.
  • Glass Cannon: Aside from their high pierce armor, this unit line is frail with low HP and no melee armor, and they cannot attack units that get too close. This is the trade-off for their raw damage.
  • Long-Range Fighter: More than archers. They have a greater range, which increases when upgraded to the Onagers. Unlike archers, the Mangonel line has a minimum range where they cannot attack a unit.
  • Mundane Utility: The Forgotten allows them to attack and destroy trees, making them extra useful on maps with lots of trees since they can cut a path to sneak around to an enemy base.
  • Siege Engines: They are flexible siege units whose range and damage make them effective against buildings and units.
  • Some Dexterity Required: Friendly units are not safe from the Mangonel line's vast area of effect, so players using them must aim their shots carefully to avoid damaging their own units.

Scorpion Line

Siege units that fire giant bolts that strike multiple targets in a line. Unlike other siege units, these are designed to kill units and do poorly against buildings. Of the siege units, they are easily the cheapest. All Civilizations can build Scorpions in the Castle Age. Certain civilizations can upgrade them to Heavy Scorpions in the Imperial Age.

  • Achilles' Heel: Like the Magnonel Line, the Scorpion Line is highly vulnerable to cavalry since their speed means the Scorpion line's projectiles have difficulty hitting them.
  • Expy: Of the Ballista line from the original game, acting as a siege unit that fires bolts meant to kill infantry.
  • Herd-Hitting Attack: They deal damage in a line, which depending on the formations of the enemy, can be devastating.
  • Long-Range Fighter: Like the Mangonel line, they attack from a distance and cannot attack enemies that get too close.

Bombard Cannon

Gunpowder siege units available in the Imperial Age to certain civilizations. They have high base damage and deal as much bonus damage as Siege Rams against buildings, and they have a longer range than fully upgraded Archer Line units. The downside is that they have a vast minimum range, so they are more vulnerable to enemies getting too close where they cannot be attacked.

  • Awesome, yet Impractical: In the base game. In that, they have an expensive technology that has to be researched to unlock them on top of the cost of researching Chemistry. Between this, their high cost, and low HP, they are not considered worth using before getting buffed in later expansions.
  • Balance Buff: The Conquerors removes the need to research a technology to unlock the Bombard Cannons, increases their HP, gives them bonus damage against siege weapons, and increases the speed of their projectiles.
  • Glass Cannon: They have high base damage and heavy bonus damage against many different targets but have low HP for an Imperial Age unit—bonus points for being actual cannons.
  • Long-Range Fighter: Bombard Cannons have a greater range than most buildings, though at a cost; they have a very wide minimum range where they cannot attack.

Monk

Religious men available to all Civilizations in the Castle Age. They are the only units that can pick up Relics and carry them to a player's Monastery, which gives the player a steady supply of gold that never runs out. Collecting and holding all of the Relics for a set period allows the controlling player to win automatically if that option is enabled. For a secondary role, they can convert enemy units, adding them to their player’s side, or heal friendly units.

  • Awesome, yet Impractical: Converting enemy units is this for most Civilizations. Stealing enemy units and adding them to your side sounds useful, especially if it's something expensive like a Paladin or a Siege Onager. The problem is that the ability takes a very long time to work, meaning the Monks will likely die before finishing, especially if the enemy brings archers or Light Calvary since they can quickly kill Monks. On top of all this, late in the game, some technologies make units resistant to conversion. Civilizations with bonuses for Monks can avert this by using a rush of Monks before the enemy researches Monk resistant technologies.
  • Boring Yet Practical: The Monks' other abilities. Healing is not common in the game, so it's helpful to have units that can heal expensive ones. While collecting all the relics can allow the player to win instantly, the primary use for having Monks collect them is that they give an endless supply of gold.
  • Instant-Win Condition: If the Monks collect all of the Relics for their controlling player, that player wins automatically if they hold onto them for a set period.
  • The Medic: Monks can heal friendly units.
  • Non-Action Guy: Monks cannot attack, only have slightly more HP than Villagers, and benefit from no armor upgrades. If not protected, they die very quickly.

Trade Cart

Utility units available to all Civilizations in the Feudal Age. If a player has an ally, Trade Carts can travel to their Market and back to their player's market. The process generates gold. The further the distance traveled, the more gold is generated. Most maps have a limited amount of gold, so this helps players keep their gold from running out. However, Trade Carts cannot attack and need to be protected.

  • Boring Yet Practical: Trade Carts are not fighters and die quickly if attacked. However, they still provide a boost to their player's economy.
  • Non-Action Guy: As their role is trading, they cannot fight.

Trebuchet

Powerful siege units available to all Civilizations in the Imperial Age. They are built in their packed form as a cart, and to attack, they have to unpack, which turns them into a stationary unit with the longest range and damage in the game.

  • Anti-Structure: Trebuchets have the highest attack in the game, with a base attack almost as high as a Siege Ram with its bonus damage. Their bonus damage to structures more than doubles this already significant damage.
  • Dual Mode Unit: Trebuchets switch between their packed forms to move and unpacked forms to attack. Switching takes a little over ten seconds, so it should not be done carelessly.
  • Long-Range Fighter: Trebuchets have the longest range in the game. While their minimum range isn't as bad as Bombard Cannons since they cannot move while unpacked and it takes time for them to switch between their packed and unpacked forms, they are even worse at retreating than other already slow-moving siege units, so they are especially vulnerable if an enemy gets close.
  • Mighty Glacier: Trebuchets are slow, and since they have to be packed to move, they are the least mobile siege units.
  • Siege Engines: Massive catapults that deal heavy damage to buildings.

Fishing Ship

A ship available to all Civilizations in the Dark Age. They are cheap and unarmed, as their name implies. They are meant to collect fish, giving their controlling player food.

  • Non-Action Guy: These ships are meant for fishing rather than combat, so they cannot fight.
  • Worker Unit: Resource gatherers that only gather food from sources on water. While they only collect food, they do so faster than Villagers.

Transport Ship

Transports available to all Civilizations in the Dark Age. At first, they can only transport five units. Researching Careening doubles their capacity, and Drydock doubles it again.

  • Boring Yet Practical: These transports cannot fight but are the only way to get units across water maps.
  • Clown Car: The model for the Transport Ships are far too small to fit the number of units they are supposed to, especially the elephants, which are almost as big as the ships.
  • Defenseless Transports: Transport Ships cannot attack and must be protected because if they are destroyed, all units they carry die.
  • Non-Action Guy: These ships cannot attack.

Trade Cog

The sea-going counterpart to the Trade Cart, these ships are available to all Civilizations in the Feudal Age. They fulfill the same role as Trade Carts, only they travel between Docks as opposed to Markets, with the greater the distance they travel, the greater the gold they generate.

  • Boring Yet Practical: Trade Cogs cannot fight, but they allow their controlling player to keep their gold supply from running out.
  • Non-Action Guy: Being Trade Ships, they cannot attack.

Galley Line

The primary warship for most Civilizations. The Galley is available to all Civilizations in the Feudal Age, and all of them can upgrade these ships to War Galleys in the Castle Age. All Civilizations except for the Aztects and the Malians can upgrade War Galleys to Galleons in the Imperial Age.

  • Cool Boat: These ships are more durable than most land units, even the basic Galleys, and have decent range and attack while benefiting from archer upgrades that improve range and damage.
  • Nerf: The Conquerors almost doubled the time it takes to build these ships.
  • Zerg Rush: Galley Line units are cheap, and when built in large numbers in the Feudal Age, it means their controlling player will have a lot of their upgraded version.

Fire Ship Line

Close-range warships that attack by spewing fire at the enemy. The actual damage per attack is low. However, the ships have an almost constant attack rate, so they deal far greater damage in practice than on paper. In the base game, this line starts in the Castle Age. The African Kingdoms adds a Feudal Age tier called the Fire Galley, available to all Civilizations except for the Vikings. All Civilizations with access to Fire Galleys can upgrade to the Fire Ships in the Castle Age. Most Civilizations can upgrade the Fire Ship to the Fast Fire Ship in the Imperial Age.

  • Crippling Overspecialization: Unlike the Galley Line, which can attack shore targets once their range is upgraded, the short range of the Fire Ship Line means they are only suitable for attacking targets on the water.
  • Video Game Flamethrowers Suck: Zigzagged. Since these ships set enemies on fire, they deal far less damage to ships per attack than expected. On the other hand, they have much higher DPS than the Galley Line and will defeat them in slugfests with equal resources, assuming the Galley Line ships aren't microed to take advantage of their greater range.

Demolition Ship Line

Suicidal ships that explode to deal massive damage to nearby targets. Like the Fire Ships, this line of units starts in the Castle Age in the base game until The African Kingdoms adds a unit in the Feudal Age. All Civilizations except the Koreans have access to the Demolition Rafts and can upgrade them to Demolition Ships in the Castle Age. Certain Civilizations can upgrade Demolition Ships to Heavy Demolition Ships in the Imperial Age.

  • Action Bomb: Kamikaze ships that players direct into other targets on the sea. Even if enemy attacks destroy them, they still explode and deal full damage.
  • Balance Buff: The Forgotten increases the HP of Demolition Ships and Heavy Demolition ships.
  • Crippling Overspecialization: Like the Fire Ship Line, these ships are useless against targets on land.
  • Glass Cannon: These are the fastest warships and have the greatest damage of all ships but the least health. Even the Heavy Demolition Ships only have as much HP as Fishing Ships.
  • Herd-Hitting Attack: When these ships explode, they damage everything around them.

Cannon Galleon Line

Siege warships armed with massive cannons on the front. All except the Cuemans, Huns, and Mesoamerican Civilizations have access to Cannon Galleon when they research Chemistry. Compared with their land counterpart, the Bombard Cannons, they have lower damage in exchange for higher speed. Certain Civilizations can upgrade the ships to Elite Cannon Galleons, which have higher HP, increased range, damage, and bonus damage.

  • Balance Buff: In the base game, the Cannon Galleon, like other gunpowder units, has a technology that needs to be bought before they can be built. Lords of the West removed this requirement.
  • Crippling Overspecialization: These ships excel at dealing with structures thanks to their damage and long range. Since they fire a Painfully Slow Projectile, they are terrible at attacking units since their attacks are easy to dodge. The exception is with the Spanish, as their ships have faster and more accurate projectiles.
  • Long-Range Fighter: They have the longest range of all ships by a wide margin, outranging any structures they may fire at on shore.

Tylerbear12 What you see is what you get, just a guy. from The Green Hills. Since: Apr, 2015 Relationship Status: Yes, I'm alone, but I'm alone and free
What you see is what you get, just a guy.
#23584: Mar 26th 2023 at 12:28:07 AM

YMMV.Wario Ware

  • Contested Sequel: While Get It Together! was the most successful title since Smooth Moves and has been praised by many for its unique take on the formula and for being able to play as the characters, some fans dislike the changes made to the gameplay, arguing that completing the microgames with the characters has led to less variety with the microgames than other games in the series (since they have to accommodate them instead of existing independently). Other common criticisms include the series going back to being Voice Grunting after Gold introduced full voice acting (that was well received to boot), and the lack of extra content compared to previous games in the series, especially Gold.

  • Fandom-Enraging Misconception: Trying to suggest the infamous Wario Waft is a move that originated from his games is an easy way to become shoulder bashed by the fandom, as it is a move exclusive to Super Smash Bros. and has never been featured in any of his games. As a matter of fact, in contrast to Smash, Wario barely engages in Bathroom Humor in his games (aside from Master of Disguise, which has a few gross out jokes) and is usually relegated to supplementary materials. Even in WarioWare, the more gross out microgames (such as the famous nose picking microgame) are usually attributed to other characters as opposed to Wario himself.

Characters.Wario Ware:

  • Sour Outside, Sad Inside: Ashley tends to be very cold and aloof to the others, often distancing herself from them during hangouts. However, deep down, she is a genuinely lonely person whose prickly personality is implied to have been the result of having been abandoned by her parents at an young age.

  • Odd Friendship: She and Red are completely different personality wise, with Ashley being a sullen, aloof and arrogant witch, and Red being a cheerful and energetic imp who can be a tad cowardly. Despite this, however, the two are stated to be best friends, with Red being loyal to Ashley to the end.

Trivia.Wario:

  • Exiled from Continuity: Despite being a part of the Mario universe, Wario’s characters are almost never acknowledged in the Mario series, with minor cameos and references being extremely sparse and rare. The only game that features Wario characters in a major capacity at all is Dr. Mario 64, which features characters from Wario Land 3. There is no official reason for their absence.

Edited by Tylerbear12 on Mar 26th 2023 at 12:32:15 PM

Minorica Rhythm Heroine from Earth Since: Dec, 2019 Relationship Status: It's so nice to be turned on again
Rhythm Heroine
#23585: Mar 26th 2023 at 2:24:00 AM

For What Happened to the Mouse? Anime And Manga:

Edited by Minorica on Apr 4th 2023 at 11:12:13 PM

"No matter how bad the heroes can get or how bad the situation is, we're sure we can overcome it and get our happy endings..."
jOSEFdelaville Since: Dec, 2018
#23586: Mar 26th 2023 at 2:29:27 AM

Tintin: Explorers on the Moon

  • Single Malt Vision: Thinking everyone is doomed, Captain Haddock decides he may as well get drunk, he then insult Thompson and Thomson, causing them to angrily demands an apology, to which Haddock complies because he feels intimidated from seeing the two men as four persons.

Madness Combat: Character (Scrapeface)

  • Limited Animation: Invoked. Even though Madness Combat is a 2D animated series, once Scrapeface is tortured for long enough, he gains glitch like powers and moves like a bugged 3D model by hovering while his body is completely static.

Henry Stickmin Series

  • Chrome Champion: In the Bounty/Ghost route of Mission, Henry can wear the metal cap from Super Mario 64 to make his whole body metallic. It makes him strong enough to break a metal door and makes him immune to bullets.

Leonard (comic book)

  • Skewed Priorities: Whenever Basile is hurt by a tool or invention, Leonard is scared that the tool or the invention could be dented.
  • Small Name, Big Ego: Leonard always calls himself a genius, thinks he's superior to other people and include his name in most of his inventions. He even invented a mirror with a sentient reflection of himself whose role is to stroke the real Leonard's ego.
  • Talking Animal: Raoul and Bernadette are respectively a cat and a mouse who can talk.
  • Teleporter Accident: Leonard builds a teleporter canon and uses it on Basile to make him disappear, but he also makes Raoul's tail disappear. When Leonard makes Basile reappear, Basile's arm and Raoul's tail are swapped.
  • Tempting Fate: When Leonard is creating the bicycle, he brags that Basile would never have the skill and intelligence to create something similar, then the last pannel shows Basile building a motorcycle.
  • 13 Is Unlucky: Leonard has a grimoire where the 13th page is missing. We learn that it was willingly torn off by the author who was scared of the number 13.
  • Translator Microbes: Protz says that members of his species get translation devices implanted in them at birth, explaining how he can talk to humans.
  • Truth Serum: Leonard uses a truth serum on Basile, causing him to tell a bunch of insults to Leonard.
  • You Are Fat: There are several jokes about Mathurine being overweight.

Clare Since: Aug, 2009
#23587: Mar 26th 2023 at 4:15:08 AM

@ Melinda

Jeremiah

  • In "The Mysterious Mr. Smith":

    • Markus complains about how Smith is crazy and only ever talks about hearing God talk to him, while Kurdy insists there is more to Smith. Smith comes over to sit next to them, looks at his meal and says "God", out of frustration about forgetting some salt. Markus thinks he is talking about a vision from God, asks about it, then tried to pretend he meant something else after Smith explains what he really meant. After Markus leaves, Smith unwittingly echoes what Markus says about him by saying Markus is nice but strange.

    • When Libby tells Jeremiah the people of (superfluous word - cut) Millhaven respect him so much they will give him a fruit basket, he says that sounds crazy, so maybe he will have fruit and nuts. Then, to his bemusement, he really does get a fruit basket.

    • The town reporter writes an article about (superfluous word - cut) Jeremiah and his defiance against Daniel with the headline "Man of Principle or Well-Intentioned Idiot?" Jeremiah tracks down Frank and angrily brings up the "Well-Intentioned Idiot" part while Frank tries to hide behind the first part of the headline.

Jeremiah

  • In "The Mysterious Mr. Smith", the first battle between the main characters and the Army of Daniel has a definite David vs. Goliath feel when the enemy soldiers arrive in an armed, fully-functioning tank. Jeremiah then forces the tank crew to abandon their vehicle by throwing a road flare down the tank hatch.
^ Fixed incorrect indentation. Jeremiah forcing the tank crew to bail out "by throwing a road flare down the tank hatch" is part of the same example and should be on the same bullet point.

Jeremiah

  • "The Mysterious Mr. Smith" features a group of escapees from a Daniel-run labor camp who broke out of the camp for the purpose of exposing the atrocities at those camps at some point before the beginning of the episode.

  • "The Mysterious Mr. Smith" briefly features a group of people who travel across the country, memorizing an oral history of what has happened since the Big Death. One of the subjects of their project, a Long-Dead Badass named David, also counts, as he is well known for saving scores of people during the accidental burning of the first city to be destroyed by a natural disaster after the Big Death, (comma) and then went on to die heroically saving their lives during a later catastrophe or battle.

Checkmate

Tropes:

  • Cycle of Revenge: The back and forth attrition between the Rebels and Capitol, (comma) and how the Capitol is prone to Moral Myopia (superfluous word - cut) about their murders while the Rebels view theirs as Dirty Business, (comma) become a major theme as things go on. One notable moment is when the Capitol causes a train derailment that kills the relatives of several victors, and the Rebellion responds by assasinating relatives (albeit ones involved in Capitol politics) of Caesar Flickerman after he tells Mags that what happened was her fault and shows an awareness of what really led to the train derailment.

  • Doorstopper: At over 661,000 words (counting author's notes) the main (there are a few companion pieces) story (move text) is longer than the original Hunger Games trilogy and The Ballad of Songbirds and Snakes combined.

  • Karma Houdini: Caeser Flickerman is monstrously cruel to many of the tributes who appear on his stage and are being sent to die for their ancestors' crimes, and also seeks to stop the Rebellion at any cost while approving of murdering the relatives of Rebels. He changes his face with Magic Plastic Surgery, gets a job with the new regime, and is apparently never punished.
^ Try to be consistent about how you capitalise words. Is it "Rebels" or "rebels"?

  • No Name Given: The District 10 3rd Quarter Quell victor-tributes (a woman who can't feel pain and has been Playing Both Sides in a somewhat sympathetic way and a man who lives a feral existence and avoids other people out of fear he will kill them) are among the only unnamed victors in the story.

  • Related in the Adaptation:

    • Mags is Finnick's aunt, while there is no confirmed blood relationship between them in canon.

Recruit the Muggles

  • Vader's Quest: When Luke is blinded and helpless, a crowd of locals (both experienced Rebels and neutral former Rebels) form an alliance to pull a Go Through Me gambit against Darth Vader and take out his stormtroopers.

Edited by Clare on Mar 26th 2023 at 12:21:59 PM

SAM156 Since: Apr, 2016 Relationship Status: [TOP SECRET]
#23588: Mar 26th 2023 at 7:03:04 AM

GRIDMAN UNIVERSE

Rex The latest member from Neon Genesis Junior High Students who joined in Gridman's fight. His battle mode is Dyna Rex because he is reincarnated Gauma.

College Student Rikka's rumor college boyfriend whom she regularly visit and spend time at his place but actually her brother.

Crab Seller The seller at the market who is reincanation of princess from Rex/Gauma's past.

NURJIN915 Since: Sep, 2020
#23589: Mar 26th 2023 at 8:10:08 AM

Girls Like Magic

  • Have I Mentioned I Am Gay?: Maggie, aka Magic, at her own engagement party with her 15-year-old boyfriend Jacob, realizes that the whole thing is just to celebrate him, so she decides to hide out in the attic and get drunk with her lesbian friend Janet. The two start joking around, and just as Jacob announces his engagement to Maggie, she casually admits to Janet that what is between men's legs is not her thing.
Janet: Aren't you the one supposed to like d*ck?
Maggie: Well, I don't!

Inheritance Cycle

John Wick Viggo

  • Tranquil Fury: When he explains to Iosef who is actually the "fucking nobody" whose car the boy just stole and whose dog he just killed.

The Matrix: Programs The Architect

  • Irony: His last line makes it clear how certain he is that the peace achieved thanks to Neo's sacrifice will one day be broken by the humans, since the Machines are the logical ones. Instead, contrary to his highly calculated predictions, it is the Machines who ultimately refuse to accept his terms, fight among themselves, and break the truce. Not only that, but his logic is ignored in favor of a new program who eventually replaces him.

FateStayWho Since: Jul, 2016
#23590: Mar 26th 2023 at 8:25:20 AM

Pacific Rim - Kaiju

The Breacher

Category: VI

A four-armed kaiju that the Sisters call in their last ditched effort to take back Boy. It is easily the strongest kaiju under their command.

The Ace: It is a Category VI kaiju and is easily the most powerful faced by Taylor and Hayley. Aside from the Mega Kaiju, it is likely the strongest kaiju seen yet.

Curb-Stomp Battle: The entire fight with Atlas Destroyer is a one-sided beating while the Breacher shrugs off everything the Jaeger hits it with.

Dragon-in-Chief: The High Priestess is the main antagonist, but the Breacher is the main threat in the finale and outlives the High Priestess after she is killed by Boy.

Dragon Their Feet: The High Priestess is killed by Boy while the Breacher fights Atlas Destroyer, leaving the kaiju to act as the Final Boss of the series.

Final Boss: It serves as the final obstacle for Taylor, Hayley, Mei, and Boy trying to reach safety.

Hero Killer: Not directly, but Lao makes a Heroic Sacrifice to kill the Breacher.

The Juggernaut: Nothing Atlas Destroyer uses against the Breacher does any real damage. It takes self-destructing the Jeager to destroy the kaiju.

No-Sell: Atlas Destroyer's blows have no effect on the Breacher, and even Chaos Nemesis' arm fails to hurt it.

Melinda Since: Dec, 2019 Relationship Status: Puppy love
#23591: Mar 26th 2023 at 9:17:29 AM

Thanks

@ Characters Sunnydale

  • Secret-Keeper: The personal messages section of the yearbook implies that Amy confided in him about her body swapping experience even before Buffy found out about it, as she thanks Michael for being there for her "when I just wasn't 'myself'".

Edited by Melinda on Mar 26th 2023 at 1:25:23 AM

Arivne Since: Jan, 2001
#23592: Mar 26th 2023 at 9:50:40 AM

[up] @Juju P

...Zekes don't attack...terminal diseases, Gerry suggests using...treatable infectious diseases...zombies, <- comma but...the contents of a flask inside the WHO compound, not...WHO is distributes a mixture of meningitis, H5N1 and...

^ The "inside the WHO compound" is irrelevant to the trope.

^ I put H 5 N 1 inside null tags like this ([=H5N1=]) so the Wiki software wouldn't try to turn it into a Wiki Word.

Edited by Arivne on Mar 26th 2023 at 9:51:13 AM

Arivne Since: Jan, 2001
#23593: Mar 26th 2023 at 9:52:56 AM

[up] @kawaiineko333

I can't see any English mistakes in those sentences.

Arivne Since: Jan, 2001
#23594: Mar 26th 2023 at 10:22:08 AM

[up] @Fate Stay Who

If you're going to re-post all of the material you've already posted, it would be a great idea to go through and make all of the corrections you know you need to make on your own, such as changing Calvary to Cavalry. Doing so would show the moderators that you're serious about improving your English.

To save time, I'm not going to note all of those Calvary to Cavalry changes, and leave them to you.

They deal heavy damage, which, combined with their high armor piercing, makes...

^ When you write "armor pierce", you you mean "armor pierce ability"? If so, you can change it to that instead for all examples in this post.

...this unit line is frail, <- comma with...

...the Mangonel line has a minimum range beneath which they cannot attack a unit.

They deal damage in a line, which, <- comma depending on...

In that, They have...

...brings archers or Light Calvary, <- comma since...

These transports cannot fight, <- comma but...

Transport Ships cannot attack and must be protected, <- comma because...

All Civilizations except for the Aztecs and...

The African Kingdoms adds...

...and have the greatest damage of all ships, <- comma but the least health.

All except the Cueman, Hun, and Mesoamerican...


A four-armed kaiju that the Sisters call in their last ditch effort...

Edited by Arivne on Mar 26th 2023 at 10:53:33 AM

Melinda Since: Dec, 2019 Relationship Status: Puppy love
#23595: Mar 26th 2023 at 10:27:30 AM

@ Checkmate

  • The So-Called Coward: Keith from District 7 and Moire from District 8 are viewed contemptuously by some characters for not volunteering to save Blight and Cecelia during the 3rd Quarter Quell. However, both feel bad about this and fight fiercely in the rebellion, with little regard for their own safety.

Edited by Melinda on Mar 26th 2023 at 1:25:12 AM

Arivne Since: Jan, 2001
#23596: Mar 26th 2023 at 10:28:27 AM

[up] @Tylerbear 12

Other common criticisms also include...boot) <- no comma and...

^ "also" is redundant with "Other".

...(aside from Master of Disguise, <- comma which has a few gross out jokes)...

Arivne Since: Jan, 2001
#23597: Mar 26th 2023 at 10:31:54 AM

[up] @Minorica

...she really despises him and tries to keep Miyuki away from him.

^ Since you're only talking about one male character, you can refer to him as "him".

Arivne Since: Jan, 2001
#23598: Mar 26th 2023 at 10:42:23 AM

[up] @jOSEFdelaville

...drunk. <- period He then insults Thompson...angrily demand an...

...he gains glitch-like powers...

^ When you have two or more words acting as an adjective (modifying a noun), the words are connected by dashes.

It makes him strong enough to break a metal door as well as immune to bullets.

Leonard...and includes his name...

Leonard builds a teleporter cannon and...

...then the last panel shows Basile building a motorcycle.

We learn that it was deliberately torn off by the author, <- comma who...

^ "willingly" isn't correct because there's no question about him being forced to do anything.

...causing him to repeatedly insult Leonard.

Arivne Since: Jan, 2001
#23599: Mar 26th 2023 at 10:48:07 AM

[up] @SAM 156

Rex

...from the Neon Genesis junior high students who...is the reincarnated Gauma.

^ Unless "junior high students" is part of a title or name, it isn't capitalized.

College student Rikka's rumored college boyfriend, <- comma whom she regularly visits and spends time at his place but is actually her brother.

Crab Seller

The seller at the market who is the reincarnation of the princess from Rex/Gauma's past.

^ I assume you meant to have "Rex" and "Crab Seller" as titles, so I split them off.

Arivne Since: Jan, 2001
#23600: Mar 26th 2023 at 10:51:17 AM

[up] @NURJIN 915

What Happened to the Mouse?

...why she was there <- no comma or if there was a specific reason.


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