If any of you guys are fans of stories involving a boy and his robot (like Iron Giant or Big Hero 6), this should be a decent treat for all of you true believers!
Enter Juston Seyfert, a boy who found a semi-operational Sentinel Mark VI in the Seyfert Salvage Junkyard. With a little tinkering and repairing, Juston got himself a benevolent robot buddy who used to be designed as only a mutant hunter. Although Seyfert’s Sentinel occasionally glitches back into its prime directive of mutant destruction, Seyfert’s protection is guaranteed thanks to the modifications done to this model. My previous post on how Drax The Destroyer should look like in the MPQ game has gotten quite the reception, so let’s give some of the underdogs a spotlight as well (that’s assuming if you never played Marvel Vs Capcom 2 and 3).
Sentinel (Juston Seyfert’s) ![]()
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Prime Directives (Passive): Despite the fact that Seyfert can’t remove the “Destroy All Mutants” order, he still manages to work around the original directive by adding new directives that contradicts within the first programming. Sentinel’s Anti-Mutant Weaponry changes according to its HP:
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If its HP is above 50%, Sentinel’s uses “Learning Program”.
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If its HP is between 30 - 50%, Sentinel uses “Disintegrator”
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If its HP is below 30%, Sentinel uses “Self-Repair”
Max Level: Sentinel gains upgrades that made itself more combat efficient and formidable by cutting the cost of activating Anti-Mutant Weaponry by half. (See further details below Anti-Mutant Weaponry)
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Searching Lights (Passive): Nothing can hide from the Sentinel’s vigilant detection system, especially if the target is a mutant. Sentinel passively disarms 1 Trap Tile during the enemy’s turn.
Max Level: Sentinel springs the Trap Tiles against the enemies by having them backfire on themselves. For every Trap Tile being disarmed by Sentinel, deal 1000 damage to the target enemy.
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Anti-Mutant Weaponry: Juston’s Sentinel still holds the arsenal capable of exterminating mutants and shielding itself from their retaliation. Depending on the enemy’s threat level, Sentinel adapts accordingly to its Prime Directives:
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“Learning Program”: Sentinel analyzes enemy attacks and halves all the damage for his teammates by allocating the sum of all the damage to itself, whether it is singular or AoE.
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“Disintegrator”: Sentinel’s weapon capacity is dependent on how many AP charges he holds:
-If Sentinel holds at least 10 Green AP, it uses plasma blasts to the enemy team with an AoE damage of 750.
-If Sentinel holds at least 10 Red AP, it fires off a singular heat blast to the targeted enemy with 2000 damage.
-If Sentinel holds at least 10 Yellow AP, it charges up an electron blast that will reload itself with a Countdown Tile. Once the timer is up, 3 Charged Tiles of random color shows up on the board. -
“Self-Repair”: Sentinel fixes itself by recovering its HP by 2500. If you have all 30 Blue AP, spend it all to fully restore Sentinel’s health.
Max Level: Upgrades on the Sentinel goes as followed:
-“Learning Program” reduces up to 75% of all damage dealt by the enemy team.
-“Disintegrator” requires only 5 AP of its respective colors to activate its weaponry.
-“Self-Repair” only uses 15 Blue AP to fully repair itself.
Oh my goodness, all these conditions that computers have to follow boggles my brain! So if we were to get a sense of how sentinel plays out, he’s got Vision’s power changing movesets, Nick Fury’s yellow ability “Avengers Assemble”, and Hulkbuster’s AP spending craze etc. If you guys want, feel free to give me more ideas of how this particular Sentinel can be played on the field.
