PRI-A: First Assault Squad

“When the time comes for the Armada Astrum Furvus to send their warnings and announce their presence to any given inhabited world, the wielder of PRI-A: First Assault Squad is sent. The user is a gelamity, a tiny, sprite-like humanoid creature who operates and maintains uniborgs, except her unusual size, and thus improved combat capability, earns her a spot as the leader of the initial assault.”
- Ingame description of the PRI-A: First Assault Squad
PRI-A: First Assault Squad is a Level X [Raider Level 1 Category] Setup Tube present in Tube Wars. It is obtained by using the PRI Button while standing next to any Setup Tube user as a Robot/Cyborg, while at Experienced Rank or higher. The PRI Button can be obtained by achieving the top rank after completing the Technological Deities Raid Event, which can be started using the 1st History War Eye. To obtain that, you will have to complete all of the quests of the Astral Millennium Mask, who is only available during January. One of the enemies fought during the raid uses a stronger version of this Tube in battle.
Weak on its own, this Tube finds its true strength in numbers, with numerous summons at the user’s disposal. When there are enough troops deployed, a single enemy may be in trouble if they aren’t prepared, and a group can be easily controlled— It’s the swarm of rats that can’t be fought off, but better fight it quick before their numbers reach overwhelming levels. This Tube is a treat for anyone who favors mass crowd control and summon chaos.
==Strengths & Weaknesses==
Strengths	Weaknesses
*Can overwhelm almost any enemy with strength in numbers
*Overall damage can be high if all summons are attacking a single enemy
*Can be hard to hit
*Can apply multiple effects such as blindness and slowdown
*Has the upper hand against Tubes with metallic Attributes, which won’t deal damage
*Has a move that can force flying Tubes down towards the ground	
*Pathetically fragile on the user’s own
*Heavily reliant on summons; requires a decent amount of skill and practice
*Vulnerable to splash damage
*Cannot fly
*Many moves can easily miss if they are not aimed well
==Background Info==
PRI-A: First Assault Squad is the Tube of Gelamity Type-A, the leader of the Armada Astrum Furvus’ Initial Assault Force made up of tiny humanoid beings called gelamities. Her unusual size (About 2’, whilst others were about 1.5”) was apparently the result of a mistake in her creation, although it also made her able to fight and survive on her own without needing a uniborg to pilot, leading to the Initial Assault Force’s creation. When the armada intends to establish first contact with a world, the first to set foot on the planet will be this miniature army, who will spend the rest of the day establishing a warning to the sentient inhabitants and beginning early colonization by clearing wide areas or foliage and earth, killing anything that dares intervene. Gelamities are not only nigh-invulnerable, only killable with extremely powerful attacks, they are also armed to the teeth with material-melting weaponry, as well as the ability to summon vehicles from nowhere, and are rarely seen otherwise anyway since most of them tend to act as ‘crew’ for the bigger, more powerful uniborg units. If even one native attempts to object to or intervene in anything, what follows later is a brutal, atrocious slaughter by AAF soldiers that leaves the world uninhabited in less than an hour.
Type-A was introduced in Tube Wars; specifically, in the Reality 5 scrolls that offer information about the characters originating from this reality. Here, it is described that the Armada Astrum Furvus came to Pararealm shortly after the Scattering of The 12 Chaos Art Stones began, having tracked a runaway asset of theirs and its crew to its Mars with the intention of terminating what they’ve deemed a traitorous failure model. Along the way, one of Connor’s Chaos Art Stones crashed into one of their scout ships, destroying it, and was taken in by them for research. The Initial Assault Force arrived on the planet to encounter a weakened Manaka and the group of multiversal-traveling adventurers he’d put together, who were looking to destroy Connor now that he was also weakened so Manaka could claim his title of Legendscribe again. They tried to fight the Assault Force, but found that their attacks were ineffective and took heavy casualties. Type-A and her troops were finally repelled when Chorikós arrived after Manaka went to go fight Connor in another area, and this led to the armada launching their most powerful uniborgs against the heroes.
The wielder’s skin is a dark, almost black greyish blue, they are only a third of the height of a normal player, and their eyes always glow bright pale blue. The Tube around the wielder’s arm resembles four long grey rectangles that rotate around the left arm, reaching from the wrist to the back end of the forearm and each having white-glowing runic text written along them, encrypted slightly by erratic glowing lines. When summoned, a grey digital circle set encompasses the wielder, who sparks with light grey electricity. 
The Tube can also summon two main weapons: An Evaporator Dagger and a AAF-Issued Photon Spitter. The Evaporator Dagger, held in their right hand, is a straight-back short sword with a dark brown hilt, pommel and guard, and a wide, grey blade with a glowing light blue edge. The entire blade glows the same light blue when swinging. The AAF-Issued Photon Spitter, held in their left hand, is a dark grey handgun resembling a hand cannon with a light blue glow that can be seen coming from its inside and the Armada Astrum Furvus’ symbol on the side. Both weapons spark with electricity when being used.
==Basic Attacks & Skills==
===Passive: Small Size===
The user is only a third of the height of normal; certain LMB attacks will go over their head and miss, and they become significantly harder to hit in the air. They will also receive 50% more knockback.
===Passive: Enhanced Jumping===
The user can jump three times higher than most other Tubes.
===Passive: Metal No-Clipping===
The user can phase through any metal wall, ceiling and object they touch; that includes ones set up by other Tubes. Projectiles and attacks of the Steel, Cold Steel, Hot Iron, Silver, Gold, Lead and Plutonium Attributes will deal no damage to them. If standing on a metallic floor with space underneath it, double-pressing CTRL will cause them to fall through the floor and into the area below.
===LMB (Before Lv. 345): Punch===
User cycles between five quick, close range punches and kicks upon click, each dealing 6 → 7 Solid damage (14 → 15 on critical hits).
===LMB (After Lv. 345): Slash & Stab===
User cycles between seven quick, close range slashes and stabs with the Evaporator Dagger, each dealing 46 → 61 Energy damage (54 → 69 on critical hits). The stabbing attacks will inflict 30% speed reduction to enemies for 5 seconds.
===RMB: Single Shot/Penta-Shot/Rapid Shot===
User cycles between the following moves upon click: 
*Fires a single beam-like light blast from their gun, dealing 45 → 61 Energy damage (53 → 69 on critical hits) and piercing through everything in its path.
*Fires a rapid stream of five slightly smaller light blasts from their gun, each dealing 9 → 13 Energy damage (17 → 21 on critical hits) and piercing through everything in its path while also applying 30% speed reduction to enemies for 2 seconds (Does not stack).
*Rapidly fires a total of 20 1-stud diameter light blasts that spread apart from one another slightly as they travel and each deal 3 → 6.2 Energy damage (11 → 14.2 on critical hits).
===RMB (Hold): Blaster Flash===
User charges a shot at the nozzle of their gun for 0.5 seconds, then unleashes a flash of bright light 8 studs wide and with a range of 6 studs, blinding and stunning enemies for 2 seconds.
===Q: Deflector===
User creates a rectangular cyber barrier in front of them that can deflect weak projectiles and protect players next to them.
This Tube is incapable of any form of flight.
==Type-A Legion==
Type-A Legion is PRI-A: First Assault Squad’s first Special. It allows the user to duplicate themself into as many clones as desired, all of which are controlled by the same mind. Can also be used while the user is in their proper gelamity-sized state. This Special is always acquired first.
===Z: Split Recruit===
User creates an exact replica of themself in front of them. Using again allows the user to spawn another; up to 5 clones can exist at a time. Normally, clones will wander the area aimlessly until an enemy enters a 75-stud radius, upon which they will target the enemy and begin launching RMB attacks when at a distance, and LMB attacks when close, though they are passive while in the Safety Circle. All clones have the same individual stats as the user, and can be defeated by attacking them. The amount of clones that can be spawned increases to 7 at Level 425, then to 11 at Level 600, and finally to 19 at Level 875. If the key is held instead of pressed once, the user will instead teleport a short distance forward, leaving a clone in the spot they just were. {Cast Time (If held): 0.2 sec. | Energy Cost (Per Clone): 20} 
===X: Command Broadcast===
Must have at least one clone or vehicle active to use. User opens an interface, showing the names of all their active clones (Clone 1-15) and gelamity vehicles (Vehicle 1-2), as well as a button on top that says ‘All’. Highlighting an individual unit name gives the highlighted unit a glowing outline, allowing the user (Not other players) to see the unit they’ve highlighted through obscurations. Selecting one opens a smaller menu allowing the user to send a few different commands to that unit, changing its behavior depending on the command chosen; all units are defaulted to ‘Patrol’ mode. ‘Group’ makes the selected unit(s) follow or circle the user, staying close to them whenever possible (Units will start in Group mode when spawned in the Safety Circle). ‘Guard’ makes the selected unit(s) stay in one place; this mode also allows clones to block when an enemy attacks. ‘Attack’ makes the selected unit(s) charge toward any enemy the user is locked onto; if the entity locked onto is an alliance member, they will simply follow them in the same manner as in Group mode. If the user doesn’t click any of the commands and instead presses a Special Attack or Skill key while selecting a clone, the selected clone will use that Special Attack or Skill (You can only give one clone this command, and only if it is targeting an enemy, and the move used will still take energy). They can close the interface by clicking the X button at the top right corner or pressing X again. 
===C: Latch-On===
Must be within 3 studs of an alliance member to use. User shrinks down to under one stud tall and leaps onto the shoulder of an alliance member, hitching a ride on them. From there, the user is immune to damage and can still fire their gun at nearby enemies, but their shots will be sized-down with them, and their damage will be reduced by 80%. Only two users can latch onto one player at a time. They can press the spacebar to jump off, returning them to their normal size (This will also happen if the player latched onto is KO’d or leaves the alliance). Using a Special Attack will also cause them to jump off. Until any of those happen, they can remain on an ally for an indefinite amount of time. {Cast Time: 0.3 sec.} 
===1: Hex Formation Beam Attack===
User locks in place and summons five clones to form a hexagon-shaped wall of themself before they all fire 1-stud diameter energy beams at the target, with each beam dealing 7.5 → 10.7 Energy damage (15.5 → 18.7 on critical hits), piercing through anything that isn’t a shield, and applying 50% speed reduction to enemies for 1 second (Does not stack with additional hits). At Grade 2 (Level 345), a seventh clone appears in the center of the hexagon formation, firing an additional beam and adding onto the total damage, and at Grade 3 (Level 600), the clones are more spread out from one another and the beams grow to 3-studs in diameter. {Cast Time: 0.45 sec. | CD: 3.5 sec. | Energy Cost: 45} 
===2: High Air Strike===
User performs a frontflip hop in any direction chosen, traveling a mild distance and gaining significant height. In the middle of their jump, they will fire a shot directly downwards that creates a 14-stud diameter explosion on impact, dealing 48 → 64 Energy damage (56 → 70 on critical hits) and stunning enemies for 1.5 seconds while also knocking them back. At Grade 2 (Level 425), the user instead shoots five blasts in an ‘X’ formation, greatly increasing the chances of hitting, as well as making it capable of hitting twice if an enemy is caught between two explosions. {Cast Time: 0.45 sec. | CD: 6 sec. | Energy Cost: 60} 
===3: Rising Thunder Formation===
User, one after another, summons a total of 3 clones behind them that will each jump high into the air above, then fire a 2-stud wide energy beam at the user’s target. Each beam deals 20 → 28 Energy damage (28 → 36 on critical hits), pierces through anything in its path, and travels at near-instant speed. The number of clones summoned increases to 4 at Grade 2 (Level 500), then to 6 at Grade 3 (Level 750), at which the clones will be summoned and fire faster. {Cast Time (Per Clone): 1 sec. | CD: 7 sec. | Energy Cost: 50} 
===4: Swarm Assault===
Requires Level 345 to use. User charges a mild distance in any direction at a quick speed with their Evaporator Dagger. Upon connection with an enemy, the initial strike deals 50 → 65 Energy damage (58 → 73 on critical hits), then the enemy is surrounded by several clones of the user before they and their clones all zoom in and perform an all-out attack on the target, dealing 3 → 4.5 Energy damage (11 → 12.5 on critical hits) 20 times over 2 seconds before leaving them to fall to the ground, stunned for 2 seconds while the clones disappear and the user is left standing in front of the victim, facing away from them. Other enemies who enter the swarm radius will be sucked in and trapped as well. If the initial attack is blocked, the rest of the attack still plays out while the enemy is blocking. {Cast Time: 0.3 sec. | CD: 12 sec. | Energy Cost: 80} 
===5: Flash Tactical Attack===
Requires Level 875 to use. User uses a larger version of Blaster Flash, 15 studs wide and with a range of 25 studs, blinding and knocking down any enemies hit by it. As their vision slowly returns and becomes blurry, the user divides themself into enough clones to form a dense 40-stud diameter dome (Or sphere if used on airborne enemies) around them, trapping them before, after a 2-second delay, all clones shoot at the same time, creating a bright flash of light and dealing 350 → 475 Energy damage (Incapable of critical hits) to all trapped enemies, blinding them for 5 seconds longer along with an ear-ringing effect before all the clones summoned for the attack disappear and the user can move again. The dome/sphere acts as a solid object and cannot be entered by other entities. {Cast Time: 1 sec. | CD: 115 sec. | Energy Cost: 250} 
==Attack Call==
Attack Call is PRI-A: First Assault Squad’s second Special. It allows the user to summon and give commands to other gelamities to attack, defend, or carry out tasks, using weapons and tools provided by them.
===V: Deploy Code===
User opens an interface that appears on their screen, containing the icons of 3 → 4 different vehicles. Upon clicking one, the interface closes, and a portal appears to the user’s right or left, creating a miniature vehicle that resembles the one clicked on. Each vehicle behaves differently, and a maximum of two of each vehicle can be active at a time. They can cancel the skill when selecting by clicking the X button at the top right corner of the interface. Below is the list of different vehicles that can be summoned. {Energy Cost: 30}
*Spaceship: A tiny, 6-winged spaceship spawning from above the user that flies around constantly, circling the user until an enemy comes within range or until given directions, upon which it will swoop down near the target repeatedly, shooting energy shots at them (3 shots per round) that each deal 12 → 20 Energy damage (20 → 28 on critical hits). Their fast speed and small size make them extremely hard targets to hit. Each spaceship has 50 health and 25% defense.
*Hover Platform: A 1.5 x 1.5 stud platform, spawning from beside the user’s head, propelled off the ground via shockwave thruster, standing on which are tiny gelamity soldiers. The platform moves far slower than a spaceship, but is overall more durable, having 40 health, as well as a force field with 60 health, leading to a total of 100 health. When an enemy is detected within 75 studs, the soldiers on the platform will fire 3 light blue energy bolts at them per second, dealing 4 → 7.2 Energy damage per shot (12 → 15.5 on critical hits) until destroyed, or until the enemy leaves the range.
*Tank: A tiny (2-studs wide) tank spawning beside the user that moves at a speed equal to a player’s walking speed. When an enemy gets close enough to engage, the tank shoots an explosive energy blast every 2 seconds that pushes enemies and deals 30 → 38 Energy damage (38 → 46 on critical hits). When pursuing a target, it will always be sure to stay at least 15 studs away from the target and will back up when the target comes within that range. Each tank has 100 health and 50% defense.
*Deathcycle (Unlocked at Level 600): A tiny, two-wheeled vehicle, spawning beside the user, with hollow-centered, razor-edged wheels and a gelamity soldier as the rider. Like a spaceship, the Deathcycle moves constantly, except unlike a spaceship, it is a land vehicle, although it is also capable of driving on the surface of water or lava. When attacking an enemy, the bike will not shoot at them, but rather attempt to drive through them, tripping the target for a second and dealing 50 → 68 Solid damage (58 → 76 on critical hits). During this ‘attack’, the bike leaves a trail of blue scorched ground behind itself. The bikes are also capable of jumping, as if they weren’t hard-enough targets to hit already. Each Deathcycle has 35 health and 10% defense.
===6: Electro War Barrier===
User summons 24-stud wide row of gelamity soldiers 6 studs in front of them which will quickly form a line of projectors in front of them before vanishing. The projectors then form a transparent blue, electric energy wall reaching 30 studs high that will stand there for 20 seconds, destroying any projectiles that hit it and zapping any enemies that touch it, stunning them and dealing 25 → 31 Energy damage (Incapable of critical hits). The user, their units, and their alliance members can touch and even pass through the barrier safely, and will appear invisible if another looks from the opposite side. At Grade 2 (Level 500), the wall becomes 30 studs wide and 40 studs high, and will deflect projectiles instead of destroying them. {Cast Time: 0.45 sec. | CD: 30 sec. | Energy Cost: 65}
===7: Flash-Shock Grenade===
User summons a spherical explosive in their right hand and tosses it in a shallow arc. It unleashes a blindingly bright 30-stud diameter flash of light upon impact that blinds and stuns enemies, as well as lowering their defense by 20%, for 2 seconds while also dealing 40 → 56 Energy damage (48 → 64 on critical hits). The grenade will also blow up when hit by others’ attacks and projectiles, and cannot be reflected. At Grade 2 (Level 345), the flash ‘explosion’ size increases to 36 studs, and enemies caught will be marked via outlines for 10 seconds, allowing the user and their alliance to see them through walls and other obstructions. Achieving Grade 3 (Level 850) increases the blind and stun duration by a second and makes the flash of light last a second longer. {Cast Time: 0.5 sec. | CD: 10 sec. | Energy Cost: 70}
===8: Directed Skybound Fire===
Requires Level 750 to use. User pulls out a remote-like device and points it up at the sky, shining a ray of light into it. Where their target is, a dense barrage of tiny energy blasts covering a 30-stud circle pelts the area from the sky for 4 seconds, dealing 4 → 7.5 Energy damage per fifth of a second (12 → 15.5 on critical hits) to enemies standing within the fire, disabling their ability to jump or rise, reducing their movement speed by 45%, and forcing them to descend toward the ground if they are levitating or flying. The circle of fire will slowly follow the user’s cursor/lock target after first touching down. At Grade 2 (Level 875), the fire covers a 45-stud circle, pushes enemies down faster, and follows the target at a faster speed. {Cast Time: 1 sec. | CD: 15 sec. | Energy Cost: 85}
===9: Coordinated Attack: “Black Star Sky”===
Requires Level 875 to use. User locks in place and summons enough tiny gelamity soldiers to form a 50 x 40 wall behind them, all of which then proceed to aim bright beams of light from their weapons at wherever their cursor is or whatever they are locked onto. After a second and a half delay, the gelamities will start firing, producing a dense hail of tiny energy blasts that deals 6.5 → 9 Energy damage (Incapable of critical hits) per tenth of a second, stuns and pushes enemies slowly in the direction of fire, and once the attack ends, enemies caught will collapsed and become stunned for 3 seconds. The hail of fire can travel a maximum of 200 studs and lasts for 6 seconds before the gelamities disappear, capable of dealing a total of 390 → 540 damage. All active units the user has will automatically be commanded to attack any enemies caught in the hail of fire if they are within at least 200 studs. {Cast Time: 1.5 sec. | CD: 125 sec. | Energy Cost: 250}
==Tips and Strategies==
*All clones have the same name tag info as the main user, making it hard to tell which one is the real user if they are skilled enough.
*Clones can use any move in the Tube’s set except for Split Recruit and Command Broadcast. The real user can be given away if they are seen using the former.
*Commanding clones to use Special Attacks and Skills won’t cause them to enter cooldown for you (It will only enter cooldown for the clone that received the command), but since they’ll still take energy from you every time, this doesn’t mean you should start abusing your clones to use it over and over; you’ll run out of energy quickly if you do this.
*All of the gelamities resemble the user, except no bigger than half a stud tall. They also happen to carry the same equipment.
*The Evaporator Dagger can hit enemies through thin walls if close enough.
*It’s a good idea to make sure you have a full squadron of units before jumping into battle, as to maximize your chances of both victory and survival. Sometimes, it helps to wait a little bit and prepare before engaging.
*Although the beams of light at the beginning of Coordinated Attack: “Black Star Sky” will always perfectly follow your cursor or lock target, the hail of fire that follows does not, and the beams will stop following a split second before, giving a narrow window of escape. Make sure you aim wisely and resort to other methods to ensure the attack won’t miss.
*Despite not being able to fly, this Tube can still pester flying Tubes by barraging them with bullets until they are in range for deadlier attacks.
==Link to Original Doc.==
View the original doc. to see color palette:
https://docs.google.com/document/d/1ZkajCsfwIHc5c4SICSIFzrWtY96STl3qKYtDko7DH2o/edit?usp=sharing
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