Miranda
teleports. has a ray gun that fires very fast bullets and kills in 2 hits but travels only 48 studs, if that. has sub-saturn level health, and saturn level speed. additionally, the ray gun 'zaps' players it hits, which is purely an aesthetic effect. her scale is 1.2, but is .05 taller then she is wide or deep.
[EN 2] Blink Device
Allows Miranda to suddenly disappear and reappear wherever she's looking. when she reappears, her avatar is a random soldier class, but her weapon doesn't change and neither does her nametag. when Miranda fires, her avatar changes back to normal
[EN 4] Decoy Device
leaves a bot of Miranda at the location she teleports from that continues to fire at things. meanwhile, Miranda teleports away, exactly like Blink
[EN 6] Bounce Blink
upon triggering, Miranda can teleport once every 2 seconds for absolutely free
shooting Miranda makes her briefly unable to activate any of her abilities, indicated by her flashing white. the first hit after a blink will increase her cooldown to 0.2 seconds, and subsequent attacks will increase her cooldown by .06 seconds to a maximum of 0.5 total seconds, making it important to not teleport directly into a mass of people.
when fighting Miranda, the Soldiers only have 20 backup lives.
Opera
has dual scoped magnums which operate strangely; when the trigger is not held, Opera lowers his magnums and moves quickly. when the trigger IS held, Opera raises both magnums and slows his movement. after .7 seconds, Opera's magnums emit a saw tomahawk flash particle from both barrels and releasing the trigger causes the right magnum to fire a fast mid-range bullet that kills in 2 hits, and the left magnum to fire a less accurate slower bullet that provides the one-two punch. the magnums both carry a shocking amount of recoil, and while the magnums are being honed you cannot jump.
in addition, firing opera's magnums before they 'flash' the bullets are less accurate and deal less damage. while charging the magnums, the player light sound plays, and stops when they flash to punctuate when the sweet spot of his magnums trigger
Opera is 1.2 scale
[EN 2] High Angle
Opera jumps up high into the air, ejecting himself from a fight. while he is in the air, his revolvers are raised, and his first shot is free, perfectly accurate and super fast.
incidentally if Opera jumps up _directly into a ceiling_, a goofy sound plays and he takes about two bars of damage.
[EN 5] Fanning Attack
causes Opera's magnums to fire like normal guns. the magnums still have a minimum of .3 seconds reload time. this effect lasts 1 seconds. if used after Dive In, fanning attack lasts 2 seconds but cancels out Dive In's speed bonus (but not it's damage resistance!)
[EN 8] Dive In
Opera begins to move very quickly and takes half damage (the mechanics therein being similar to Saturn's shield) but his jump height lowers drastically. he becomes immune to his speed debuff, as well. lasts 4 seconds
(Max EN: 8)
taking hits causes Opera's max speed to lower to his speed while he's honing an attack, not disimilar to Miranda's blink debuff.
has Miranda-like health. Soldiers come with 30 lives.
Big Guy
1.6 scale. lots of health, average movement speed (similar to Dixie). has a shotgun that can deal surprising damage to a very wide area that always fires 3 pinpoint-accurate bullets and 10 less accurate bullets that go wherever the hell they want. has an Armor mechanic that decreases his damage resistance after he takes a certain amount of damage, necessitating a balance between using his powerful offensive specials and his defensive specials that keep him in the game
the inner 3 projectiles from Big Guy's shotgun confer high impulse, allowing you to knock players around.
Big Guy breaks armor after taking 4000 damage. when this happens, the spear explosion plays
[EN 3] Fireball
Big Guy racks his shotgun before firing a single gravity-affected fireball. this fireball does high radius damage, instas on a direct hit and applies the burn emitter (but doesn't deal afterburn damage) on enemies.
in addition, Fireball leaves a big towering pillar of flame wherever it lands. standing nearby it (as Big Guy with no armor, or as a soldier at all) causes 15 damage per second. the flame pillar lingers for a solid 10 seconds
[EN 5] Bouncing Fire
like that other thing, but like 4 fireballs come out. one fireball explodes immediately and goes right where you aimed it while the other fireballs start bouncing around wherever they want and explode after about 5 seconds.
[EN 8] Forge Armor
refills armor back to full and leaves a flame pillar where you're currently standing
Mixmaster
1.5 scale. saturn-like health, dixie-like speed. boasts the single widest variety of moves and has a rocket launcher that travels slowly and deals low radius damage but deals damage over an enormous radius. the rocket launcher is best used at very short range- like the warhead launcher- meaning that while Mixmaster is not using his amazing repitoire of moves he's hurting himself like an idiot
[EN 2] Fast Rocket
mixmaster racks his (rocket launcher?!) and waits a little too long (like, 2 seconds) before firing literally just his normal rocket, but faster. the rocket also deals higher radius damage.
[EN 3] Chain Lightning
mixmaster charges and fires a lightning bolt- that is, the raycast from Chain Lightning- from his eyes. Chain Lightning kills in 2 hits
[EN 4] Smoke Out
Miranda's blink, but without her disguise aspect. instead, Mixmaster spawns an explosion at his location AND a location at his target location. the explosion is his normal rocket explosion.
[EN 5] Tag Out
spawns an identical copy with the same exact rocket launcher, with 1/15th of Mixmaster's health. only one can exist at a time; the important thing Mixmaster AND his tagged clone both use special attacks when mixmaster triggers them
[EN 6] Diffusion Beam
mixmaster begins to periodically fire red railgun lasers from his eyes. the lasers kill in 3 hits and fire about every half second, and can reach clear across the map. the lasers are totally uncontrollable and last for like 15 seconds. the laser confers the normal railgun explosion (but not normal railgun damage) which makes shooting the rocket launcher at short range harder to do
[EN 10] Circus Missiles
Mixmaster racks his launcher before picking a handful of people to target with circus missiles. those targeted with circus missiles hear a beeping sound, prompting them to get to cover, but circus missiles all act exactly like Mixmaster's other missiles (with wide radius and an insta on a direct hit). however, circus missiles do not deal damage through walls
(MAX EN 11)
Shippu
has a laser rifle that is actually a laser targeting device. shooting a soldier with the laser rifle deals poor damage (it kills in 15 hits, if that) but more importantly marks them as a target for your special attacks. has poor health but good mobility. the laser rifle fires bullets very quickly but overheats at 90 subsequent shots. waiting will cause the laser rifle to cool off; 2 shots are 'reloaded' for every 1/3rd of a second, but the laser rifle fires every like .05 seconds. the laser rifle also has radius impulse, but no radius damage, allowing you to budge players into getting shot by missiles
[EN 2] Deploy Missiles
Shippu jumps high into the air before 'dropping' a missile that either flies straight downward or flies toward shippu's current locked target. the missile kills instantly if it hits you, but has low radius damage and can be evaded if you hide behind cover. the missiles are, additionally, totally unfallible if you don't hide behind cover
incidentally if shippu jumps right up into a ceiling, the same 'donk' thing that happens to omega happens
(doing this also reloads his laser rifle)
[EN 4] Cloud Missiles
shippu does the above, but drops like 12 missiles at random offsets around his body (and reloads his laser rifle)
if shippu ceilingbonks in this situation, he explodes, dealing like 6 bars of damage to him and additionally tells everyone in chat that he's a big idiot
[EN 6] Autoreticle
Shippu paints everyone as a target for missiles. (and reloads his laser rifle)
(MAX EN 8)