Light in the Storm
Part 2: Skirting Silence
Navis: Lyntael.exe, Vigilance.exe
Operators: Rogan O'Conaill, Lance Fitzpatrick (by proxy)
Other Characters: None
After her ordeals in SciLab, Lyntael has spent the past few weeks retreating from just about everything and though she is recovering slowly, her condition has forced Rogan to admit some uncomfortable truths to himself, even if they aren't quite the steps forward his brother might hope for. In the mean time, his work has continued and though Lyntael herself still doesn't know much about the situation her operator has been steadily wading into he is nevertheless taking her with him on his latest venture, in the hopes that she is at least 'functional' again.
Having accepted a new contract from Varda Afonin, his Sharoan mafia liason, Rogan now heads to an out-of-the-way hiking and camping shop located at the edge of the wilderness in the Okuden valley, a location believed to be the surface cover for an underground facility housing information which Varda requires a copy of. Rogan has done most of his research in advance by now and has his plans more or less laid; when we join him at the beginning of the mission, Rogan has been in the area for two days already and scouted the locations of every relevant piece of security he might have to worry about at ground level.
Once again, Rogan plans to have Lyntael move alongside him through the the underground facility's internal nets; without more advanced intel available to him on what waits there, any assistance she can provide to make covering his tracks easier will be useful. This time, he intends to jack her in only once he has found the physical entrance to the facility, and plans to cover her presence in the net with a mask from his side.
Rogan's side of events will be primarily a story-driven exploration, but Lyntael will encounter defences on her side, which she will need to overcome. Initially, running may be an option, but further along it will cease to be possible. The defences which Lyntael will need to fight will come in the form of battles, similar in most ways to regular busting battles, excepting that her targets will be part of the facility's own defences, rather than viruses. The possibly enemies will be listed and registered below, however statistically speaking they will all be equivalent exactly to one of Okuden's regular virus list. Exactly what defences she encounters in each battle will be determined by the mod handling this phase — they will be set and picked exactly in the same manner, and by the same formula as normal virus battles (including chance for MD; she will be having five battles in total, so should ideally find at least one over the course of the thread).
After four such encounters, Lyntael will come up against a more dedicated piece of security software, which can serve as her 'battle 5' mini-boss. Exactly what this is, I am more than happy to be surprised by, and leave to the discretion of the presiding moderator; I ask only that it be mechanical in nature, non-living and non-sentient, and vulnerable to electric attacks (it need not be specifically weak to them, though that would be nice... just not immune to or absorbing of them).
Eventually, Lyntael will progress towards the goal of the mission, where there will be a further story event, with no combat and no need for moderator input. More specifically, it will be more of a non-event, as Lyntael will find herself unable to face it. Despite her failure in this respect, Rogan will still acquire everything he needs to in the end and the mission will conclude with them leaving.
Light in the Storm, Part 2
last edited by
Event Synopsis:
-- Story Telling. Rogan and Lyntael prepare to infiltrate the supposed underground facility.
-- Story Telling. Roan gets started, finds his way in, hacks Lyntael into the facility's network.
-- Battle. Lyntael progresses alongside Rogan, encounters several battles against the system's automated security systems.
-- Battle. Lyntael encounters a mini-boss grade security system, design at mod's discretion.
-- Story Telling. Lyntael discovers Vigilance on guard, can't continue.
-- Story Telling. Conclusive events, Lyntael extracted, Rogan leaves.
Sub-Plot rewards: None specific, however, battles should be conducted as regular busting battles, including regular battle rewards and MD rolls, etc. For this reason, the security system units are mechanically and statistically identical to the Okuden virus pool; they are simply renamed and reskinned, for scenario thematics.
-- Story Telling. Rogan and Lyntael prepare to infiltrate the supposed underground facility.
-- Story Telling. Roan gets started, finds his way in, hacks Lyntael into the facility's network.
-- Battle. Lyntael progresses alongside Rogan, encounters several battles against the system's automated security systems.
-- Battle. Lyntael encounters a mini-boss grade security system, design at mod's discretion.
-- Story Telling. Lyntael discovers Vigilance on guard, can't continue.
-- Story Telling. Conclusive events, Lyntael extracted, Rogan leaves.
Sub-Plot rewards: None specific, however, battles should be conducted as regular busting battles, including regular battle rewards and MD rolls, etc. For this reason, the security system units are mechanically and statistically identical to the Okuden virus pool; they are simply renamed and reskinned, for scenario thematics.
last edited by
New Character/Boss/Enemy Registration:
Contact Sentry (Heavy)
Description: Heavy version of the facility's physical attack sentries. Free-flying, and with a light grade defensive aura, this version resembles a floating sphere with a secondary forward hemisphere marking its front. They attack by projecting the frontal hemisphere at their targets, then retracting it. (Functionally, this is a Megalian)
HP: 130
Attack Damage/Effect: 40 Wood + Break + Piercing + Group attack.
Attack Accuracy: B (special)
Attack Description: Lines up with a target and launches its front piece at the enemy. Accuracy decreases with each hit.
Element: Wood
Possible Rewards (Per Unit): AuraHead1, Barrier, Zenny
Special: Omnishoes; capable of free flight.
- Dodges every other Action. Attacks when not dodging.
- Has a 10HP Wood Aura (Pierced and destroyed by Fire attacks).
- Can be attacked while front plate is extended.
Contact Sentry (Standard)
Description: Standard version of the facility's physical attack sentries. This ground-bound version resembles a cylindrical battering ram, mounted low on rollers that come as high as the body of the ram itself. It attacks, predictably, by ramming itself directly at its targets at high speed, and hardens its outer casing during attack runs. (Functionally, this is an Armadill)
HP: 100
Attack Damage/Effect: 20 Null + Group Attack + Breaking + Impact
Attack Accuracy: B
Attack Description: Attacks by ramming. Breaking.
Element: None.
Possible Rewards (Per Unit): IronShell1, Zenny
Special: MetalBody when attacking.
Note: MetalBody is identical to IronBody, but does not hamper movement. Non-Break attacks deal 0 damage, and Break attacks deal double.
Contact Sentry (Light)
Description: Fast, light-weight version of the facility's physical attack sentries. This small grade version resembles a snub-tipped propelled drone, and it attacks by darting at this targets at exceptionally high speeds, over long attack runs. Someone in the facility has painted most of these drones up to look vaguely like fishy viruses. (Functionally, this is a Fishy)
HP: 90
Attack Damage/Effect: 15 + Line Attack(5) + Impact + Piercing
Attack Accuracy: C
Attack Description: Flies into a group of enemies.
Element: Normal
Possible Rewards (Per Unit): Dash Attack1, Zenny
Special: Omnishoes
Counter Sentry
Description: A responsive physical attack sentry, this version is coded to delay action so that it may directly counter hostile attacks as they occur. It is retracted into the floor of the facility, and can reposition itself to pop up and strike the exposed back of attacking targets, which it does with a pneumatic punch-arm that shoots outward horizontally after it has emerged. (Functionally, this is a Momogra)
HP: 60
Attack Damage/Effect: 15 Null + Backstab
Attack Accuracy: B
Attack Description: Hits enemy in the back.
Element: None
Possible Rewards (Per Unit): Mole1, Zenny
Special: Always attacks if it is targeted, though it can attack otherwise. Only overhead-striking attacks can hit these viruses while they are not attacking (bombs, etc.)
Hall Guard (Heavy)
Description: Heavy version of the Facility's bladed defence sentries. This version is large and bulky, and does much to obstruct the way with its sheer size alone. It has been given a bipedal form, with long claws capable of grabbing as well as slashing. Typically used to guard specific corridors or doorways. (Functionally, this is a Teddy)
HP: 100
Primary Attack Damage/Effect: 20 + Slashing
Primary Attack Accuracy: B
Primary Attack Description: Tears at an enemy with its claws.
Secondary Attack Damage/Effect: 10 + Impact x 2 targets
Secondary Attack Accuracy: B
Secondary Attack Description: Picks up and throws one enemy at another.
Tertiary Attack Damage/Effect: (Varies) + Impact
Tertiary Attack Accuracy: B
Tertiary Attack Description: Picks up and throws an object at an enemy.
Element: Null
Possible Rewards (Per Unit): RageClaw1, Zenny
Special: Will only use its secondary attack if there is more than one enemy. Will only use its tertiary attack if there is an object capable of being thrown.
Hall Guard (Standard)
Description: Standard version of the facility's bladed defence sentries. This model is lighter and faster than the heavy version, though it too is generally used for guarding specific locations. It hovers, resembling a lightly armoured capsule, with a single blade arm capable of slashing in a number of directions and angles. (Functionally this is a Swordy)
HP: 80
Primary Attack Damage/Effect: 15 Wood + Long Range Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: When this sentry is 2 panels away from the target, or its enemies are 2-deep, it will attack with Bamboo Blade.
Secondary Attack Damage/Effect: 10 Wood + Wide Range Attack + Slashing
Secondary Attack Accuracy: B
Secondary Attack Description: When this sentry is standing directly adjacent to its target, or diagonally from it, it will attack with Bamboo Sword.
Element: Wood
Possible Rewards (Per Unit): BambooKnife, Zenny
Special: Immune to Confusion Status.
Special: Uses Area Grab to get into attack range.
Turret (Heavy)
Description: Heavy version of the facility's ranged attack turrets. This model is slow to attack and well defended when it is not actively attacking. They resemble a wall- or floor-mounted pod, more a clamshell than a sphere, and reveal a small targeting system inside when the pod opens to attack. This model is capable of forcefully repositioning other system defences without damaging them. (functionally, this is a ShellGeek)
HP: 100
Primary Attack Damage/Effects: 10 Null x 2 Spears
Primary Attack Accuracy: B
Primary Attack Description: Fires two spears at one target.
Secondary Attack Damage/Effects: 20 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Fires a star tipped arrow. Can be used on an ally to move them. Causes no damage to allies.
Element: Aqua
Possible Rewards (Per Unit): DoubleNeedle, StarArrow1 (Rare), Zenny
Special: Attacks every other action. IronBody when not attacking.
Turret (Standard)
Description: Standard version of the facility's ranged attack turrets. Also appearing in either wall or floor mounts, this version launches a solid projectile when attacking, and defends with broad side of the same article when stationary. Despite being made of wood, the projectile is, in fact, magnetically charged, allowing it to travel through an arcing curve and return to the turret after each attack. (Functionally, this is a Boomer)
HP: 60
Primary Attack Damage/Effect: 15 Wood + Piercing(Arc) + Group Attack
Primary Attack Accuracy: C
Primary Attack Description: Fires a wooden boomerang that travels in a wide arc; striking all who stand in its path. The boomerang passes through everything it hits.
Secondary Attack Damage/Effect: 5 Wood + Slashing x3 Hits
Secondary Attack Accuracy: B
Secondary Attack Description: Fires a boomerang directly ahead at high speed, creating a pair of damaging afterimages that fly in its wake. The attack is such that if the first hit connects, the second and third will connect as well.
Element: Wood
Possible Rewards (Per Unit): Boomerang1, QuickBoomerang1 (Rare) Zenny
Special: AirShoes, ShadowShoes.
Special: Rang-Guard: Blocks frontal attacks when not attacking.
Turret (Small)
Description: Small version of the facility's ranged attack turrets. Ground-mounted only, this turret is smaller, lighter and cheaper to replicate than the others, but also more limited in both its offence and defence capabilities. It resembled a three-segment column, and it can only effectively attack grounded targets, which it does with a forward-launched, magnetised top-segment. (Functionally, this is a Cacty)
HP: 70
Attack Damage/Effect: 10 Wood per hit + Act-Shot + Ground Attack
Attack Accuracy: C
Attack Description: Throws its top segment at opponents. When it hits something, it bounces backwards one space, then tried to bounce forward again. When the segment reaches the edge of the field, it appears again atop the turret. This attack is stopped by objects.
Element: Wood
Possible Rewards (Per Unit): Cactusball1, Zenny
Special: Act-Shot: This attack may hit each target a number of times equal to the turret's max actions per turn, but the turret may only attack once per turn.
Special: Divided: This turret has two Hit Zones when attacking. Both may sustain damage from a single attack as if they were separate targets. Damage is cumulative.
Turret (Light)
Description: An exceptionally light-weight version of the facility's ranged attack turrets. Ground-based, this turret emphasises mobility and speed of repositioning, but is also easily damaged. It resembles a small oval, aligned horizontally, on a set of shock-absorbing wheel mounts. Teh centre of the oval contains a matter tansit, which the turret expels attack objects larger than its own size from. this turret scans its surroundings constantly, seeking cover behind sturdier objects than itself when it is not attacking its targets. If left exposed with no cover, this turret will retreat from hostile elements. (Functionally, this is a shrubby)
HP: 50
Attack Damage/Effect: 10 Wood + Ground Attack + Attack Target Pair
Attack Accuracy: C
Attack Description: Rolls a 10 HP log at opponent. The log is 2 panels wide, and can cross broken or missing terrain if only one of the two panels it crosses is broken or missing. This attack can hit up to two side-by-side targets, and can stop direct incoming attacks, but is stopped by objects.
Element: Wood
Possible Rewards (Per Unit): RollingLog1, Zenny
Special: If the Ring Log falls into Sea Terrain, it will remain there and float as a 10 HP Wood Element object that covers two panels.
Special: If the Ring Log strikes an object, it will remain there as a 10 HP Wood Element object that covers 2 panels.
Special: If the Ring Log crosses a Lava Panel, it will burst into flame.
Blast Turret (Heavy)
Description: Heavy version of the Facility's blasting turrets. Due to their destructive nature, the blasting turrets are deployed sparingly within the facility's nets, however they are self-mobile. This version travels on caterpillar treads, and more resembles a miniature tank than a traditional turret. (Functionally, this is a Kabutank)
HP: 90
Primary Attack Damage/Effect: 10 Null + Blast 2 x 2 bombs
Primary Attack Accuracy: C
Primary Attack Description: Launches a pair of bombs that explode in a small radius.
Secondary Attack Damage/Effect: 20 Null + Blast 1 + Seeking
Secondary Attack Accuracy: C
Secondary Attack Description: Launches a bomb that ignores invisibility.
Element: None
Possible Rewards (Per Unit): DoubleBomb, SeekerBomb1, Zenny
Blast Turret (Standard)
Description: Standard version of the Facility's blasting turrets. Due to their destructive nature, the blasting turrets are deployed sparingly within the facility's nets, however they are self-mobile. This version is lighter and moves more quickly than the heavy version, however compromises in its design mean that it must stop still in order to attack. Like its heavy counterpart, this turret moves via caterpillar treads, but it pauses to deploy stability struts when it stops before firing. (Functionally this is a BombCorn)
HP: 70
Attack Damage/Effect: 10 Wood + Blast1 x 2 Targets
Attack Accuracy: D
Attack Description: Launches wood-elemental bombs at opponents
Element: Wood
Possible Rewards (Per Unit): Cornshot1, Zenny
Tower Remote (Ceiling)
Description: Ceiling mounted variant of the facility's remote tower strike defences. This variant descends from any ceiling panel, resembling an ovular targeting system suspended on a metal attachment rod. As well as calling up ground towers, this system can, in a pinch, create a defensive barrier about itself capable of converting most forms of energy into restorative power. (Functionally, this is a Bagworm)
HP: 80
Primary Attack Damage/Effect: 20 Wood + Group Attack + Ground Attack
Primary Attack Accuracy: D
Primary Attack Description: Attacks groups of enemies with wooden spires that rise from the ground.
Secondary Attack Damage/Effect: LeafShield
Secondary Attack Accuracy: S
Secondary Attack Description: Converts non-fire attack damage from a single hit into healing. Does not protect against fire attacks, and increases base fire damage received by an additonal 100% if struck while the shield is up. Destroyed instantly by fire.
Element: Wood
Possible Rewards (Per Unit): WoodTower1, LeafShield (Rare), Zenny
Special: Has High Altitude every other action. This virus cannot use its Primary Attack while in High Altitude, but may adjust its positioning as a free action.
Special: Can use Recover50 once per battle as a Free Action.
Tower Remote (Floor)
Description: Floor mounted variant of the facility's remote tower strike defences. This version resembles a small pod-shaped launcher, which emits a dual-trigger grenade; if it hits its target, the grenade detonates immediately, but if not, it will detonate into a tower attack after a short time. (Functionally, this is a KillPlant)
HP: 100
Primary Attack Damage/Effect: 30 Wood
Primary Attack Accuracy: C
Primary Attack Description: Spits a large wood-element explosive at one target. If it misses, it remains on the field for one turn.
Secondary Attack Damage/Effect: 30 Wood + Ground + Line Attack + Aqua Boost(+30 Wood, +AccuracyUP)
Secondary Attack Accuracy: C / B
Secondary Attack Description: If the grenade is left alone for one turn, it will erupt into a Wood Tower attack. If it is hit by any Aqua based attacks or it lands on a Sea Panel, it will double in power and speed.
Element: Wood
Possible Rewards (Per Unit): TreeBomb1, Zenny
Special: This virus is immobile.
-- The grenade is immune to damage.
-- Fire and Impact will destroy the grenade.
-- Only attacks every other turn, starting on the first turn.
Blasting Remote (Heavy)
Description: Remote version of the facility's blasting defence systems. As with the other blasting defences, this one is used sparingly within the facility nets. This system takes the form of an explosive-carrying cradle which emerges from the floor panelling to set its payload somewhere near the hostile target. (Functionally, this is a Handy)
HP: 80
Primary Attack Damage: 50 Null to all enemies after 2 turns
Primary Attack Accuracy: S
Primary Attack Description: Places a 100HP TimeBomb on the field, with a clearly visible digital timer on it. The bomb counts down for two turns, then explodes, dealing 50 damage to all enemies. If the bomb's HP is reduced to Zero before time expires, the bomb is harmlessly destroyed.
Secondary Attack Damage: 50 Null Counterattack + Blast2
Secondary Attack Accuracy: S
Secondary Attack Description: Places a 1HP DudBomb on the field, with a clearly visible digital X displayed on the side. The bomb remains on the field until the end of the turn after it was summoned, then self destructs harmlessly. If the DudBomb is attacked, it detonates whatever attacked it for 50 Null damage in a Blast2 area. This counterattack is indescriminate, and will trigger against the attacker no matter who or what it may be, without exception.
Element: Null.
Possible Rewards (Per Unit): Countbomb1, Zenny
Special: Cannot attack unless there is at least 1 unbroken and unoccupied panel on the field for it to place bombs on.
Needle Platform
Description: Flight capable attack sentry capable of firing needle-like fletchets in multiple directions. Also used to transport equipment and other moderate loads about the facility nets, the needle platform has advance flight stabilisers and a flat top for this purpose. (Functionally, this is a Needler)
HP: 70
Attack Damage/Effect: 5 Null x 2 Shots x 3 Targets
Attack Accuracy: A
Attack Description: Charges into enemy area and stops when near, firing needles in 3 directions.
Attack Damage/Effect: 2 Wood x 8 Shots
Attack Accuracy: C
Attack Description: Shoots a storm of wooden needles at a single enemy.
Element: None
Possible Rewards (Per Unit): Needler1, NeedleCannon1 (Rare), Zenny
Special: Omnishoes when moving.
Special: Flees if no solid terrain is present.
Locator
Description: Auxiliary drone used as a support system in the facility's defences. This system appears as a small self-propelled beacon, with two flight stabilisers in the shape of winglets on either side. Its purpose is primarily to locate and identify hostile targets within the system. (Functionally, this is a PulseBat)
HP: 80
Attack Damage/Effect: 30 + Seeking
Attack Accuracy: A
Attack Description: Uses a sonic screech to damage its opponents.
Secondary Attack Effect: EchoLocation
Secondary Attack Description: Launches a sonic pulse to reveal hidden or illusory targets.
Element: None
Possible Rewards (Per Unit): Pulsar1, EchoLocation, Zenny.
Special: Airshoes. If a pulse attack hits an object, the attack spreads to up to 8 other targets at ½ damage while dealing full damage to that object. Every other turn, the Locator enters High Altitude (dropdown) status and does not attack.
Debilitator
Description: Auxiliary drone used as a support system in the facility's defences. This system appears as a mushroom-like device, with many gas emitters ringing its upper 'cap', which are fed from compact canisters held within the body of the device. Its purpose is to confuse and debilitate hostile elements, rather than assaulting them directly. Due to is organic needs, this system only appears and operates on organic terrains, such as grass. (Functionally, this is a Mushy)
HP: 80
Attack Damage/Effect: (Teleport) then (15 Wood + Confusion + Nova2)
Attack Accuracy: A
Attack Description: Teleports close to an enemy, and releases a cloud of gas in all directions. When attacking, the space it teleports to does not have to be on Grass, but the panel it teleports from and returns to after the attack must be Grass.
Element: Wood
Possible Rewards (Per Unit): Spice1, Zenny
Special: May only move on Wood Element panels.
Special: When no Grass terrain exists on the field, Debilitators may launch a Grass Seed once as a Standard Action.
Special: If no Grass terrain exists, and it has already used Grass Seed, it will flee the battle.
Disabler
Description: Auxiliary drone used as a support system in the facility's defences. Disablers appear as small, highly mobile, light mechanisms that dart across the ground at high speeds. Most of them have been painted up by some enterprising staff navi to look like some kind of rodent. Their purpose is to crib and disable chip data from hostile targets, crippling their ability to fight effectively. (Functionally, this is a Bandcoon)
HP: 60
Primary Attack Damage/Effect: Chip Steal + 1/3 Chip Use
Primary Attack Accuracy: B
Primary Attack Description: Steals a single random chip the opponent has selected this turn. Then uses the chip at 1/3 of its normal power, rounded down to the nearest 5. Recovery chips still work at full power.
Secondary Attack Damage/Effect: 10 Null + Impact
Secondary Attack Accuracy: A
Secondary Attack Description: If it cannot steal an attacking chip for any reason, they will instead rush into an enemy.
Element: Null
Possible Rewards (Per Unit): Zenny, PickPocket (Rare)
Special: Haste while moving (+10%). Double Slow while still (-20%).
Restrainer
Description: Auxiliary drone used as a support system in the facility's defences. Restrainers, as the name implies, are intended to physically restrain hostile targets and prevent their movement, rather than attacking them directly. They appear as a tight ball of densely wrapped cables, presumably concealing their inner workings, and will vigorously attempt to bind and restrain any target identified as hostile to the system. (Functionally, this is a Viney)
HP: 80
Attack Damage/Effect: 10 Wood + Bind
Attack Accuracy: A
Attack Description: Seeks and wraps enemies by sticking writhing cables through the ground.
Element: Wood
Possible Rewards (Per Unit): Rope1, Zenny
Special: Bind: This is a special form of instantly-activating Hold that does not count as a status effect (thus cannot be removed with status cure). Bind works on a per-action basis, instead of per-turn, and is maintained by physical contact with the source. A target suffering the effects of Bind also becomes weak to Fire. Bind is canceled by attacking the source with Fire or Slashing damage, or spending one or more actions to escape with good RP quality. Using Fire to remove the Bind source also damages the trapped victim.
Special: Immobile.
- Binding cables can be attacked for damage.
Cable Dispenser
Description: Auxiliary drone used as a support system in the facility's defences. Restrainers are not technically a part of the facility's defence systems, but they work alongside. They appear as nimble, many-legged all-terrain drones, whose purpose is to set traps intended to bind hostile targets and prevent their movement, while also laying and supply cables to other systems that utilise them. (Functionally, this is a Spidy)
HP: 80
Attack Damage/Effect: 20 Wood + Slow (Web) / 5 Wood (Dodge w/ Web)
Attack Accuracy: C / S
Attack Description: Teleport to enemy and creates cable webs
Element: Wood
Possible Rewards (Per Unit): WhiteWeb1, Zenny
Special: Webs cause damage when player dodges.
Repair Drone
Description: Auxiliary drone used as a support system in the facility's defences. Not part of the Facility's defence system, the repair drone appears as a small hovering utility platform with a variety of small arms and gadgets covering it. Its function is to offer on-site repairs to damaged systems within the network. If threatened it can use one of its many tool to deal a small taze to a hostile target. (Functionally, this is a Spooky)
HP: 30
Attack: 10 Null
Attack Accuracy: B
Attack Description: Teleports up to the opponent and jabs it with a tool not intended to be used in that manner.
Element: Null
Possible Rewards (Per Unit): Recov10, Recov30 (Rare), Invis1 (Rare), Zenny
Special: Can teleport at will.
- Can use Recover 30 on any defence system below 1/2 HP
Power Management Drone
Description: Auxiliary drone used as a support system in the facility's defences. Not a part of the facility's defence system, the power management drone's job is to monitor and redistribute fluctuations of power between different parts of the system. It appears as a localised nano-swarm. If threatened, it can use its redistribution systems to drain power from a hostile target, restoring itself. (Functionally, this is a Skeeter)
HP: 30
Primary Attack Damage/Effect: 30 Drain (Null)
Primary Attack Accuracy: B
Primary Attack Description: Swarm flies at the target. Will drain HP if it connects.
Element: None
Possible Rewards (Per Unit): Drain1, Zenny
Special: Omnishoes
Janitor Drone (Malfunctioning)
Description: Auxiliary drone used as a support system in the facility's defences. Definitely not a part of the facility's defence system. Most of the janitorial drones within the system net seem to be malfunctioning in some way. They appear as wriggling cleaner worms, complete with a back-mounted holster for sponges and brushes... but for some reason, they just seem to leave mud and dirt everywhere they go, and don't actually clean anything. (Functionally, this is a Mudfeesh)
HP: 60
Attack Damage/Effect: 15 Wood + Impact + Slow
Attack Accuracy: B
Attack Description: It leaps at its target, attempting to slam into it with its slimy belly.
Element: Wood
Possible Rewards (Per Unit): MudFlop1, Zenny
Special: One passive dodge per turn.
-Creates mud terrain where it moves.
Virus Name: Metool
Description: It's a metool. What is this metool doing here? How did it get in here? Is it lost?
HP: 40
Primary Attack Damage/Effect: 10 Null + Piercing + Ground Attack
Primary Attack Accuracy: C
Primary Attack Description: Whacks ground with pickaxe, sending forth a shockwave.
Secondary Attack Damage/Effect: 10 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Throws a mattock at an enemy.
Element: Null
Possible Rewards (Per Virus): Guard1, ShockWave Zenny
Special: Can hide in its helmet to negate damage.
Special: What's this doing here?? Is it lost??
Contact Sentry (Heavy)
Description: Heavy version of the facility's physical attack sentries. Free-flying, and with a light grade defensive aura, this version resembles a floating sphere with a secondary forward hemisphere marking its front. They attack by projecting the frontal hemisphere at their targets, then retracting it. (Functionally, this is a Megalian)
HP: 130
Attack Damage/Effect: 40 Wood + Break + Piercing + Group attack.
Attack Accuracy: B (special)
Attack Description: Lines up with a target and launches its front piece at the enemy. Accuracy decreases with each hit.
Element: Wood
Possible Rewards (Per Unit): AuraHead1, Barrier, Zenny
Special: Omnishoes; capable of free flight.
- Dodges every other Action. Attacks when not dodging.
- Has a 10HP Wood Aura (Pierced and destroyed by Fire attacks).
- Can be attacked while front plate is extended.
Contact Sentry (Standard)
Description: Standard version of the facility's physical attack sentries. This ground-bound version resembles a cylindrical battering ram, mounted low on rollers that come as high as the body of the ram itself. It attacks, predictably, by ramming itself directly at its targets at high speed, and hardens its outer casing during attack runs. (Functionally, this is an Armadill)
HP: 100
Attack Damage/Effect: 20 Null + Group Attack + Breaking + Impact
Attack Accuracy: B
Attack Description: Attacks by ramming. Breaking.
Element: None.
Possible Rewards (Per Unit): IronShell1, Zenny
Special: MetalBody when attacking.
Note: MetalBody is identical to IronBody, but does not hamper movement. Non-Break attacks deal 0 damage, and Break attacks deal double.
Contact Sentry (Light)
Description: Fast, light-weight version of the facility's physical attack sentries. This small grade version resembles a snub-tipped propelled drone, and it attacks by darting at this targets at exceptionally high speeds, over long attack runs. Someone in the facility has painted most of these drones up to look vaguely like fishy viruses. (Functionally, this is a Fishy)
HP: 90
Attack Damage/Effect: 15 + Line Attack(5) + Impact + Piercing
Attack Accuracy: C
Attack Description: Flies into a group of enemies.
Element: Normal
Possible Rewards (Per Unit): Dash Attack1, Zenny
Special: Omnishoes
Counter Sentry
Description: A responsive physical attack sentry, this version is coded to delay action so that it may directly counter hostile attacks as they occur. It is retracted into the floor of the facility, and can reposition itself to pop up and strike the exposed back of attacking targets, which it does with a pneumatic punch-arm that shoots outward horizontally after it has emerged. (Functionally, this is a Momogra)
HP: 60
Attack Damage/Effect: 15 Null + Backstab
Attack Accuracy: B
Attack Description: Hits enemy in the back.
Element: None
Possible Rewards (Per Unit): Mole1, Zenny
Special: Always attacks if it is targeted, though it can attack otherwise. Only overhead-striking attacks can hit these viruses while they are not attacking (bombs, etc.)
Hall Guard (Heavy)
Description: Heavy version of the Facility's bladed defence sentries. This version is large and bulky, and does much to obstruct the way with its sheer size alone. It has been given a bipedal form, with long claws capable of grabbing as well as slashing. Typically used to guard specific corridors or doorways. (Functionally, this is a Teddy)
HP: 100
Primary Attack Damage/Effect: 20 + Slashing
Primary Attack Accuracy: B
Primary Attack Description: Tears at an enemy with its claws.
Secondary Attack Damage/Effect: 10 + Impact x 2 targets
Secondary Attack Accuracy: B
Secondary Attack Description: Picks up and throws one enemy at another.
Tertiary Attack Damage/Effect: (Varies) + Impact
Tertiary Attack Accuracy: B
Tertiary Attack Description: Picks up and throws an object at an enemy.
Element: Null
Possible Rewards (Per Unit): RageClaw1, Zenny
Special: Will only use its secondary attack if there is more than one enemy. Will only use its tertiary attack if there is an object capable of being thrown.
Hall Guard (Standard)
Description: Standard version of the facility's bladed defence sentries. This model is lighter and faster than the heavy version, though it too is generally used for guarding specific locations. It hovers, resembling a lightly armoured capsule, with a single blade arm capable of slashing in a number of directions and angles. (Functionally this is a Swordy)
HP: 80
Primary Attack Damage/Effect: 15 Wood + Long Range Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: When this sentry is 2 panels away from the target, or its enemies are 2-deep, it will attack with Bamboo Blade.
Secondary Attack Damage/Effect: 10 Wood + Wide Range Attack + Slashing
Secondary Attack Accuracy: B
Secondary Attack Description: When this sentry is standing directly adjacent to its target, or diagonally from it, it will attack with Bamboo Sword.
Element: Wood
Possible Rewards (Per Unit): BambooKnife, Zenny
Special: Immune to Confusion Status.
Special: Uses Area Grab to get into attack range.
Turret (Heavy)
Description: Heavy version of the facility's ranged attack turrets. This model is slow to attack and well defended when it is not actively attacking. They resemble a wall- or floor-mounted pod, more a clamshell than a sphere, and reveal a small targeting system inside when the pod opens to attack. This model is capable of forcefully repositioning other system defences without damaging them. (functionally, this is a ShellGeek)
HP: 100
Primary Attack Damage/Effects: 10 Null x 2 Spears
Primary Attack Accuracy: B
Primary Attack Description: Fires two spears at one target.
Secondary Attack Damage/Effects: 20 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Fires a star tipped arrow. Can be used on an ally to move them. Causes no damage to allies.
Element: Aqua
Possible Rewards (Per Unit): DoubleNeedle, StarArrow1 (Rare), Zenny
Special: Attacks every other action. IronBody when not attacking.
Turret (Standard)
Description: Standard version of the facility's ranged attack turrets. Also appearing in either wall or floor mounts, this version launches a solid projectile when attacking, and defends with broad side of the same article when stationary. Despite being made of wood, the projectile is, in fact, magnetically charged, allowing it to travel through an arcing curve and return to the turret after each attack. (Functionally, this is a Boomer)
HP: 60
Primary Attack Damage/Effect: 15 Wood + Piercing(Arc) + Group Attack
Primary Attack Accuracy: C
Primary Attack Description: Fires a wooden boomerang that travels in a wide arc; striking all who stand in its path. The boomerang passes through everything it hits.
Secondary Attack Damage/Effect: 5 Wood + Slashing x3 Hits
Secondary Attack Accuracy: B
Secondary Attack Description: Fires a boomerang directly ahead at high speed, creating a pair of damaging afterimages that fly in its wake. The attack is such that if the first hit connects, the second and third will connect as well.
Element: Wood
Possible Rewards (Per Unit): Boomerang1, QuickBoomerang1 (Rare) Zenny
Special: AirShoes, ShadowShoes.
Special: Rang-Guard: Blocks frontal attacks when not attacking.
Turret (Small)
Description: Small version of the facility's ranged attack turrets. Ground-mounted only, this turret is smaller, lighter and cheaper to replicate than the others, but also more limited in both its offence and defence capabilities. It resembled a three-segment column, and it can only effectively attack grounded targets, which it does with a forward-launched, magnetised top-segment. (Functionally, this is a Cacty)
HP: 70
Attack Damage/Effect: 10 Wood per hit + Act-Shot + Ground Attack
Attack Accuracy: C
Attack Description: Throws its top segment at opponents. When it hits something, it bounces backwards one space, then tried to bounce forward again. When the segment reaches the edge of the field, it appears again atop the turret. This attack is stopped by objects.
Element: Wood
Possible Rewards (Per Unit): Cactusball1, Zenny
Special: Act-Shot: This attack may hit each target a number of times equal to the turret's max actions per turn, but the turret may only attack once per turn.
Special: Divided: This turret has two Hit Zones when attacking. Both may sustain damage from a single attack as if they were separate targets. Damage is cumulative.
Turret (Light)
Description: An exceptionally light-weight version of the facility's ranged attack turrets. Ground-based, this turret emphasises mobility and speed of repositioning, but is also easily damaged. It resembles a small oval, aligned horizontally, on a set of shock-absorbing wheel mounts. Teh centre of the oval contains a matter tansit, which the turret expels attack objects larger than its own size from. this turret scans its surroundings constantly, seeking cover behind sturdier objects than itself when it is not attacking its targets. If left exposed with no cover, this turret will retreat from hostile elements. (Functionally, this is a shrubby)
HP: 50
Attack Damage/Effect: 10 Wood + Ground Attack + Attack Target Pair
Attack Accuracy: C
Attack Description: Rolls a 10 HP log at opponent. The log is 2 panels wide, and can cross broken or missing terrain if only one of the two panels it crosses is broken or missing. This attack can hit up to two side-by-side targets, and can stop direct incoming attacks, but is stopped by objects.
Element: Wood
Possible Rewards (Per Unit): RollingLog1, Zenny
Special: If the Ring Log falls into Sea Terrain, it will remain there and float as a 10 HP Wood Element object that covers two panels.
Special: If the Ring Log strikes an object, it will remain there as a 10 HP Wood Element object that covers 2 panels.
Special: If the Ring Log crosses a Lava Panel, it will burst into flame.
Blast Turret (Heavy)
Description: Heavy version of the Facility's blasting turrets. Due to their destructive nature, the blasting turrets are deployed sparingly within the facility's nets, however they are self-mobile. This version travels on caterpillar treads, and more resembles a miniature tank than a traditional turret. (Functionally, this is a Kabutank)
HP: 90
Primary Attack Damage/Effect: 10 Null + Blast 2 x 2 bombs
Primary Attack Accuracy: C
Primary Attack Description: Launches a pair of bombs that explode in a small radius.
Secondary Attack Damage/Effect: 20 Null + Blast 1 + Seeking
Secondary Attack Accuracy: C
Secondary Attack Description: Launches a bomb that ignores invisibility.
Element: None
Possible Rewards (Per Unit): DoubleBomb, SeekerBomb1, Zenny
Blast Turret (Standard)
Description: Standard version of the Facility's blasting turrets. Due to their destructive nature, the blasting turrets are deployed sparingly within the facility's nets, however they are self-mobile. This version is lighter and moves more quickly than the heavy version, however compromises in its design mean that it must stop still in order to attack. Like its heavy counterpart, this turret moves via caterpillar treads, but it pauses to deploy stability struts when it stops before firing. (Functionally this is a BombCorn)
HP: 70
Attack Damage/Effect: 10 Wood + Blast1 x 2 Targets
Attack Accuracy: D
Attack Description: Launches wood-elemental bombs at opponents
Element: Wood
Possible Rewards (Per Unit): Cornshot1, Zenny
Tower Remote (Ceiling)
Description: Ceiling mounted variant of the facility's remote tower strike defences. This variant descends from any ceiling panel, resembling an ovular targeting system suspended on a metal attachment rod. As well as calling up ground towers, this system can, in a pinch, create a defensive barrier about itself capable of converting most forms of energy into restorative power. (Functionally, this is a Bagworm)
HP: 80
Primary Attack Damage/Effect: 20 Wood + Group Attack + Ground Attack
Primary Attack Accuracy: D
Primary Attack Description: Attacks groups of enemies with wooden spires that rise from the ground.
Secondary Attack Damage/Effect: LeafShield
Secondary Attack Accuracy: S
Secondary Attack Description: Converts non-fire attack damage from a single hit into healing. Does not protect against fire attacks, and increases base fire damage received by an additonal 100% if struck while the shield is up. Destroyed instantly by fire.
Element: Wood
Possible Rewards (Per Unit): WoodTower1, LeafShield (Rare), Zenny
Special: Has High Altitude every other action. This virus cannot use its Primary Attack while in High Altitude, but may adjust its positioning as a free action.
Special: Can use Recover50 once per battle as a Free Action.
Tower Remote (Floor)
Description: Floor mounted variant of the facility's remote tower strike defences. This version resembles a small pod-shaped launcher, which emits a dual-trigger grenade; if it hits its target, the grenade detonates immediately, but if not, it will detonate into a tower attack after a short time. (Functionally, this is a KillPlant)
HP: 100
Primary Attack Damage/Effect: 30 Wood
Primary Attack Accuracy: C
Primary Attack Description: Spits a large wood-element explosive at one target. If it misses, it remains on the field for one turn.
Secondary Attack Damage/Effect: 30 Wood + Ground + Line Attack + Aqua Boost(+30 Wood, +AccuracyUP)
Secondary Attack Accuracy: C / B
Secondary Attack Description: If the grenade is left alone for one turn, it will erupt into a Wood Tower attack. If it is hit by any Aqua based attacks or it lands on a Sea Panel, it will double in power and speed.
Element: Wood
Possible Rewards (Per Unit): TreeBomb1, Zenny
Special: This virus is immobile.
-- The grenade is immune to damage.
-- Fire and Impact will destroy the grenade.
-- Only attacks every other turn, starting on the first turn.
Blasting Remote (Heavy)
Description: Remote version of the facility's blasting defence systems. As with the other blasting defences, this one is used sparingly within the facility nets. This system takes the form of an explosive-carrying cradle which emerges from the floor panelling to set its payload somewhere near the hostile target. (Functionally, this is a Handy)
HP: 80
Primary Attack Damage: 50 Null to all enemies after 2 turns
Primary Attack Accuracy: S
Primary Attack Description: Places a 100HP TimeBomb on the field, with a clearly visible digital timer on it. The bomb counts down for two turns, then explodes, dealing 50 damage to all enemies. If the bomb's HP is reduced to Zero before time expires, the bomb is harmlessly destroyed.
Secondary Attack Damage: 50 Null Counterattack + Blast2
Secondary Attack Accuracy: S
Secondary Attack Description: Places a 1HP DudBomb on the field, with a clearly visible digital X displayed on the side. The bomb remains on the field until the end of the turn after it was summoned, then self destructs harmlessly. If the DudBomb is attacked, it detonates whatever attacked it for 50 Null damage in a Blast2 area. This counterattack is indescriminate, and will trigger against the attacker no matter who or what it may be, without exception.
Element: Null.
Possible Rewards (Per Unit): Countbomb1, Zenny
Special: Cannot attack unless there is at least 1 unbroken and unoccupied panel on the field for it to place bombs on.
Needle Platform
Description: Flight capable attack sentry capable of firing needle-like fletchets in multiple directions. Also used to transport equipment and other moderate loads about the facility nets, the needle platform has advance flight stabilisers and a flat top for this purpose. (Functionally, this is a Needler)
HP: 70
Attack Damage/Effect: 5 Null x 2 Shots x 3 Targets
Attack Accuracy: A
Attack Description: Charges into enemy area and stops when near, firing needles in 3 directions.
Attack Damage/Effect: 2 Wood x 8 Shots
Attack Accuracy: C
Attack Description: Shoots a storm of wooden needles at a single enemy.
Element: None
Possible Rewards (Per Unit): Needler1, NeedleCannon1 (Rare), Zenny
Special: Omnishoes when moving.
Special: Flees if no solid terrain is present.
Locator
Description: Auxiliary drone used as a support system in the facility's defences. This system appears as a small self-propelled beacon, with two flight stabilisers in the shape of winglets on either side. Its purpose is primarily to locate and identify hostile targets within the system. (Functionally, this is a PulseBat)
HP: 80
Attack Damage/Effect: 30 + Seeking
Attack Accuracy: A
Attack Description: Uses a sonic screech to damage its opponents.
Secondary Attack Effect: EchoLocation
Secondary Attack Description: Launches a sonic pulse to reveal hidden or illusory targets.
Element: None
Possible Rewards (Per Unit): Pulsar1, EchoLocation, Zenny.
Special: Airshoes. If a pulse attack hits an object, the attack spreads to up to 8 other targets at ½ damage while dealing full damage to that object. Every other turn, the Locator enters High Altitude (dropdown) status and does not attack.
Debilitator
Description: Auxiliary drone used as a support system in the facility's defences. This system appears as a mushroom-like device, with many gas emitters ringing its upper 'cap', which are fed from compact canisters held within the body of the device. Its purpose is to confuse and debilitate hostile elements, rather than assaulting them directly. Due to is organic needs, this system only appears and operates on organic terrains, such as grass. (Functionally, this is a Mushy)
HP: 80
Attack Damage/Effect: (Teleport) then (15 Wood + Confusion + Nova2)
Attack Accuracy: A
Attack Description: Teleports close to an enemy, and releases a cloud of gas in all directions. When attacking, the space it teleports to does not have to be on Grass, but the panel it teleports from and returns to after the attack must be Grass.
Element: Wood
Possible Rewards (Per Unit): Spice1, Zenny
Special: May only move on Wood Element panels.
Special: When no Grass terrain exists on the field, Debilitators may launch a Grass Seed once as a Standard Action.
Special: If no Grass terrain exists, and it has already used Grass Seed, it will flee the battle.
Disabler
Description: Auxiliary drone used as a support system in the facility's defences. Disablers appear as small, highly mobile, light mechanisms that dart across the ground at high speeds. Most of them have been painted up by some enterprising staff navi to look like some kind of rodent. Their purpose is to crib and disable chip data from hostile targets, crippling their ability to fight effectively. (Functionally, this is a Bandcoon)
HP: 60
Primary Attack Damage/Effect: Chip Steal + 1/3 Chip Use
Primary Attack Accuracy: B
Primary Attack Description: Steals a single random chip the opponent has selected this turn. Then uses the chip at 1/3 of its normal power, rounded down to the nearest 5. Recovery chips still work at full power.
Secondary Attack Damage/Effect: 10 Null + Impact
Secondary Attack Accuracy: A
Secondary Attack Description: If it cannot steal an attacking chip for any reason, they will instead rush into an enemy.
Element: Null
Possible Rewards (Per Unit): Zenny, PickPocket (Rare)
Special: Haste while moving (+10%). Double Slow while still (-20%).
Restrainer
Description: Auxiliary drone used as a support system in the facility's defences. Restrainers, as the name implies, are intended to physically restrain hostile targets and prevent their movement, rather than attacking them directly. They appear as a tight ball of densely wrapped cables, presumably concealing their inner workings, and will vigorously attempt to bind and restrain any target identified as hostile to the system. (Functionally, this is a Viney)
HP: 80
Attack Damage/Effect: 10 Wood + Bind
Attack Accuracy: A
Attack Description: Seeks and wraps enemies by sticking writhing cables through the ground.
Element: Wood
Possible Rewards (Per Unit): Rope1, Zenny
Special: Bind: This is a special form of instantly-activating Hold that does not count as a status effect (thus cannot be removed with status cure). Bind works on a per-action basis, instead of per-turn, and is maintained by physical contact with the source. A target suffering the effects of Bind also becomes weak to Fire. Bind is canceled by attacking the source with Fire or Slashing damage, or spending one or more actions to escape with good RP quality. Using Fire to remove the Bind source also damages the trapped victim.
Special: Immobile.
- Binding cables can be attacked for damage.
Cable Dispenser
Description: Auxiliary drone used as a support system in the facility's defences. Restrainers are not technically a part of the facility's defence systems, but they work alongside. They appear as nimble, many-legged all-terrain drones, whose purpose is to set traps intended to bind hostile targets and prevent their movement, while also laying and supply cables to other systems that utilise them. (Functionally, this is a Spidy)
HP: 80
Attack Damage/Effect: 20 Wood + Slow (Web) / 5 Wood (Dodge w/ Web)
Attack Accuracy: C / S
Attack Description: Teleport to enemy and creates cable webs
Element: Wood
Possible Rewards (Per Unit): WhiteWeb1, Zenny
Special: Webs cause damage when player dodges.
Repair Drone
Description: Auxiliary drone used as a support system in the facility's defences. Not part of the Facility's defence system, the repair drone appears as a small hovering utility platform with a variety of small arms and gadgets covering it. Its function is to offer on-site repairs to damaged systems within the network. If threatened it can use one of its many tool to deal a small taze to a hostile target. (Functionally, this is a Spooky)
HP: 30
Attack: 10 Null
Attack Accuracy: B
Attack Description: Teleports up to the opponent and jabs it with a tool not intended to be used in that manner.
Element: Null
Possible Rewards (Per Unit): Recov10, Recov30 (Rare), Invis1 (Rare), Zenny
Special: Can teleport at will.
- Can use Recover 30 on any defence system below 1/2 HP
Power Management Drone
Description: Auxiliary drone used as a support system in the facility's defences. Not a part of the facility's defence system, the power management drone's job is to monitor and redistribute fluctuations of power between different parts of the system. It appears as a localised nano-swarm. If threatened, it can use its redistribution systems to drain power from a hostile target, restoring itself. (Functionally, this is a Skeeter)
HP: 30
Primary Attack Damage/Effect: 30 Drain (Null)
Primary Attack Accuracy: B
Primary Attack Description: Swarm flies at the target. Will drain HP if it connects.
Element: None
Possible Rewards (Per Unit): Drain1, Zenny
Special: Omnishoes
Janitor Drone (Malfunctioning)
Description: Auxiliary drone used as a support system in the facility's defences. Definitely not a part of the facility's defence system. Most of the janitorial drones within the system net seem to be malfunctioning in some way. They appear as wriggling cleaner worms, complete with a back-mounted holster for sponges and brushes... but for some reason, they just seem to leave mud and dirt everywhere they go, and don't actually clean anything. (Functionally, this is a Mudfeesh)
HP: 60
Attack Damage/Effect: 15 Wood + Impact + Slow
Attack Accuracy: B
Attack Description: It leaps at its target, attempting to slam into it with its slimy belly.
Element: Wood
Possible Rewards (Per Unit): MudFlop1, Zenny
Special: One passive dodge per turn.
-Creates mud terrain where it moves.
Virus Name: Metool
Description: It's a metool. What is this metool doing here? How did it get in here? Is it lost?
HP: 40
Primary Attack Damage/Effect: 10 Null + Piercing + Ground Attack
Primary Attack Accuracy: C
Primary Attack Description: Whacks ground with pickaxe, sending forth a shockwave.
Secondary Attack Damage/Effect: 10 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Throws a mattock at an enemy.
Element: Null
Possible Rewards (Per Virus): Guard1, ShockWave Zenny
Special: Can hide in its helmet to negate damage.
Special: What's this doing here?? Is it lost??