Fluffy Fiend Round Up

While Rayner discussed aesthetics and determined his plans with his operator, the Moloko charged up to and passed him with a surprised bleat; Rayner stepped aside easily without too much effort. In the centre of the outlook, the turret opened its shutter and launched a shot what whizzed past the navi's shoulder without connecting, much to the agitation of the BigHat who wobbled back and forth on its precarious perch for a few moments after the shot was fired.

Its irritation was short-lived however, as Rayner took a quick shot at hte Kettle beneath its feet, setting the virus to an immediate boil that bubbled over in a furious explosion of steam and boiling water. The splashes didn't quite reach Rayner or his sheep friend, and didn't seem to catch the the one with the baseball cap, who had just summoned a large, square bomb to hide behind. Closer to the centre of the blast, however, the BigHat was steamed out of the net, and the cannon and the Volgear both took a severe scorching, saved only by the protective panels beneath them.

The Volgear, at least, seemed to identify Rayner as the true source of its suffering and retaliated with a wall of fire that Rayner managed, just barely, to step back out of the way of. The Moloko beside him was caught in the cross-fire, but only had its fluffy fleece scorched off, and didn't take any actual harm.

This was the scene onto which Rayner's ever enthusiastic Melody buddy arrived, and it swiftly bounded forward to make its version of 'friends' with those who remained. This mostly involved jumping up and down on them in a musical and highly energetic fashion, and without much concern for who it was jumping o entirely. It landed first on the Volgear, but when that virus didn't seem to want to play any more it bounced around aimlessly a few more times, before landing squarely on top of the central turret, which was also promptly flattened to the sound of crumpling metal. The musical note paused, looking about its base briefly, then up at Rayner, unsure if it had done the right thing or not.

-=Viruses=-
KettleKettle (Kettle)

Kettle do not attack unless and until they are attacked. This behavior does not count as a Counter or a Trap. It's simply what they do. Moving and dodging require actions, while retaliating against attacks does not. All Kettle have passive Regen. When this virus is attacked with non-Fire Damage below its max HP, it will boil over to attack nearby enemies with Aqua Damage equal to the damage taken. This effect does not damage allies. If the damage is greater than or equal to its current HP, the virus is also deleted after the counter attack. If not, the Kettle will regenerate a portion of its HP and continue on as normal. When this virus is attacked with Fire Damage, it will boil over to attack nearby allies dealing exactly its max HP in Aqua Damage. This effect will not damage enemies. The virus is automatically deleted after boiling over in this case.

Area: Netopia, Beach

HP: 100 Degrees
Attack Damage/Effect: Variable Damage Aqua (Max 100) + Nova4
Attack Accuracy: C
Attack Description: Boils over and releases geyser explosion when attacked. Boil-over damage never exceeds the virus' max HP. See Notes for more details.
Element: None
Possible Rewards (Per Virus): LittleBoiler1, Zenny
Special: Regen(50): Passively recovers 50 HP every action.
: BOILED
CannonGuardCannonGuard (CannonGuard)

CannonGuards are automatically in guard mode unless they are attacking. When guarding, the turret is protected by a shutter that will stop any and all non-breaking attacks from the front. This shutter cannot be destroyed, even by a breaking attack, so long as the virus exists. The shutter does not protect the turret portion of the virus against attacks from the back or sides. The base of the virus is also immune to non-breaking damage.

Area: SciLab, Kotobuki Town, Netopia, NAXA

HP: 60
Attack Damage/Effect: 15 Null + Lockon
Accuracy: A
Attack Description: Locks on and attacks
Element: None
Possible Rewards (Per Virus): MarkCannon1, Zenny
Special: Immobile.
Special: Target's evasion counts less against this virus.
Special: Can guard against attacks.
: SQUISHED
BombBoyBombBoy (BombLab)

BombLab viruses attack by summoning a huge cube-shaped explosive, called a BoyBomb. They push this bomb towards their enemies, using it as cover against incoming fire as they do so. It takes a BombLab virus an action to summon a BoyBomb, and another 2 to push it into attack range of the enemy. Once the explosive is in range, it will explode the very next turn. BoyBombs have StoneBody, and can be moved with special abilities, such as Knockback, Microburst, Pull, Gravity, and Telekinesis. BoyBombs will explode if physically picked up, however (EX: Rageclaw or similar means). Bomb Lab viruses jump, not teleport, back to their starting position after setting the BoyBomb.

Area: Netopia, Sharo, NAXA

HP: 80
Attack Damage/Effect: 30 Null + Blast 3
Attack Accuracy: S
Attack Description: Summons a 5 HP BoyBomb, and begins pushing it towards the enemy. Bomb deals massive damage once in range.
Element: None
Possible Rewards (Per virus): BoyBomb1, Zenny
Special: This virus is immune to the effects of BoyBombs, including damage.
: 80Hp [Holy][Back Left][Behind BoyBomb]
BigHatBigHat (BigHat)

BigHats only attack a max of once per turn. The rest of their remaining actions are spent moving or dodging, a skill in which they are only average at best. BigHats only attack a second time if the FlashBomb they threw on that turn is somehow destroyed before the end of the turn, and they have an action remaining for the turn. FlashBombs thrown by BigHats do not harm viruses at all when they explode. The effect of FlashBomb cannot be dodged, but it can be blocked by defenses you can take cover behind, such as objects and Guards. Chip generated barriers and auras also prevent the effect, but signature generated defenses of these types will not. As FlashBomb is a light based attack, it has slashing to pierce Shadow, and Seeking to pierce Invis (note that dodging alone does nothing, so Invis will not help here anyway).

Area: Kotobuki Town, Netopia, NetVegas

HP: 100
Attack Damage/Effect: 10 Null + Blind + Slashing + Seeking + Stun + To-All-Clause
Attack Accuracy: S
Attack Description: Throws bomb that explodes in one turn in a flash.
Element: None.
Possible Rewards (Per Virus): FlashBomb1, Zenny
Special: 20 HP Bomb used in attack explodes at the end of the following turn. They fizzle harmlessly if destroyed.
: STEAMED
VolgearVolgear (Volgear)

This virus family is positively deadly when fighting on Furnace Terrain, to the point where the players are at a severe disadvantage. Unless you just have it in for the player, try not to combine the two very often. I'm serious about this. -Pally

Area: Electown, Kotobuki Town, Netopia, Netfrica, Hades Isle

HP: 80
Primary Attack Damage/Effect: 15 Fire + Wide Attack + Ground Attack
Primary Attack Accuracy: B
Primary Attack Description: Fries enemy with a firewall that bursts suddenly from the ground.
Secondary Attack Damage/Effect: 20 Fire + Group Attack + Ground Attack
Secondary Attack Accuracy: D
Secondary Attack Description: Fries the enemy with a marching line of fire pillars.
Element: Fire
Possible Rewards (Per Virus): FlameLine1, FireTower1, Zenny
: FLATTENED
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
: 60Hp [Normal][Beside Rayner]

-=Navis-=
Rayner.Exe: 150Hp [Normal]

-=Terrain=-
75% Holy
  • Halves Final Damage.
  • Cannot be in Sigs.
  • PanelShot: Converts attack to Life Drain.
[Large circle just ahead]
25% Normal
  • No effects.
[Outer edges]

-=Objects=-
BoyBomb: 4Hp [StoneBody][Holy]
"That is the most terrifying tea party I have every seen."

Rayner chuckled and gave the Melody a reassuring wave. "You did good!" He called as the little Melody began to glow. The summon perked right up, its little music note-tail beginning to wag furiously as it faded from the Net. Rayner personally found it a bit weird to interact with a summon from a chip but doing so kept Joan happy. Ending that thought line rather abruptly he spun about on his heel and turned to face the Moloko, the eyes on his mask squinting in a rather menacing fashion. "Rageclaw and make it quick!"

"Y'know, I"m pretty sure there's a saying about there being more than one way to shear a sheep." Joan commented as she slotted in the chip.

"Mm, if it's not broken don't fix it!" Rayner replied cheerfully. With a swirl of chip data his formerly cannon hand was returned to its usual clawed form: albeit with actual sharp points at the end of those claws. The yellow and black appendage didn't quite leave blurs as it was used to slash at the Moloko in quick succession but it was still something of an intimidating sight. Especially for those on the receiving end.

"You sound like my dad, and what have you done to that poor, poor sheep?"

"Don't worry it can't feel anything, anymore!" Rayner stepped back from the Moloko (or what was left of it) and swiveled back to face the rather suspiciously square package the remaining figure had set up. A bit of static leaped between his fingers as he rubbed the bottom of his mask and considered the field. With a snap of his fingers he came to a decision. "Shotgun then ElecPulse, time to finish off bomb and bomber both!"

The chips were sent quickly: The fact one had been used recently and that overall there weren't many chips to their name making it easy for Joan to find. Chip data surrounded Rayner's claw again and this time he cheated little by reaching out and tweaking the ElecPulse with his innate abilities. If flamethrowers existed why not electric throwers? It was bound to be fun!

The excitement could be seen in his eyes as he took aim. Experimental weapons were such fun! But first the mundane: a large 'boom' as he fired the Shotgun. His whole arm began to glow as electricity crawled down the scaffold-like upper arm to the barrel where his lower arm use to be. Rayner could feel it buzzing in his struts and mask and it was a more than a little unsettling!

"Tingly!" He remarked before lifting his arm and firing the beam of electricity at the bomb and its maker. Once fired he immediately felt better as his arm reverted to its normal. He flexed his claw. Perhaps the tingling had been because of the glitch buried in the attack? Whatever, it was the Bomb and Boy duo's problem now!

-----------------------
Action Summary
Snipe: Add Seeking to the next action as a free action.

1) RageClaw1Damage: 40 + Slashing (Attack) OR 20 + Impacting (Throw)
Accuracy: B / B then B
Description: Creates an impressive bear claw. Can be used to slash or throw enemies or objects.
Duration: Until Overridden/Broken. Breaks automatically after 6 uses.
Element: Null
Special: Throw: The wielder must first grab the target to be thrown, then the target is thrown in the direction/area indicated. A second check is made if against another object/enemy. Throw deals damage to both thrown object/enemy and the second object/enemy. Damage occurs at point of collision with the ground/wall/ceiling/etc. or an object/enemy, not during initial grab attempt. Objects deal their max HP in damage (instead of the chip's damage) if they hit an object/enemy, then break. If they miss, the object just takes the chip's damage. This chip has a variety of uses.
Trader Rank: D
@ Moloko (slashing)
2) RageClaw1Damage: 40 + Slashing (Attack) OR 20 + Impacting (Throw)
Accuracy: B / B then B
Description: Creates an impressive bear claw. Can be used to slash or throw enemies or objects.
Duration: Until Overridden/Broken. Breaks automatically after 6 uses.
Element: Null
Special: Throw: The wielder must first grab the target to be thrown, then the target is thrown in the direction/area indicated. A second check is made if against another object/enemy. Throw deals damage to both thrown object/enemy and the second object/enemy. Damage occurs at point of collision with the ground/wall/ceiling/etc. or an object/enemy, not during initial grab attempt. Objects deal their max HP in damage (instead of the chip's damage) if they hit an object/enemy, then break. If they miss, the object just takes the chip's damage. This chip has a variety of uses.
Trader Rank: D
@ Moloko (slashing)
3) ShotgunDamage: 50 + Spread 1
Accuracy: A
Description: A gun whose shot penetrates an enemy to hit another one directly behind it.
Duration: Once
Element: Null
Trader Rank: E
@ Boybomb, Bombboy
4) ElecPulse1Damage: 100 + Seeking + Glitch + Cone Attack
Accuracy: C
Description: Blast up to 4 enemies with a cone of electromagnetic waves that disrupts invisibility and causes glitches.
Duration: Once
Element: Elec
Special: Close range only.
Trader Rank: D
+ 5 (base element boost) @ BoyBomb, Bombboy
After waving goodbye to the Melody, Rayner received a RageClaw from his operator to begin shearing the sheep-like Moloko, which seemed none too pleased about its naked appearance. Its thick fleece rapidly regenerated as it turned towards Rayner and charged, managing to hit him square in the side (-20) before he managed to take it out with two swipes of his claws. The charge from his next couple of chips started to pump him up, as he used the electricity to play around with his own abilities. The results were presented to the BombBoy as a two-stage attack--one less impressive shotgun shell, and one very erratic electrical discharge following shortly after.

Both of the attacks landed on the cap-wearing virus, but the glowing floor gave it just enough to hang on--or not, as the glitch included with the ElecPulse's offensive data dealt barely enough damage for it to fall over. The large cubic explosive that it left behind was thankfully much more hardy than the virus itself, and it immediately deactivated itself once its handler was gone, ready to salvage.

-=Viruses=-
KettleKettle (Kettle)

Kettle do not attack unless and until they are attacked. This behavior does not count as a Counter or a Trap. It's simply what they do. Moving and dodging require actions, while retaliating against attacks does not. All Kettle have passive Regen. When this virus is attacked with non-Fire Damage below its max HP, it will boil over to attack nearby enemies with Aqua Damage equal to the damage taken. This effect does not damage allies. If the damage is greater than or equal to its current HP, the virus is also deleted after the counter attack. If not, the Kettle will regenerate a portion of its HP and continue on as normal. When this virus is attacked with Fire Damage, it will boil over to attack nearby allies dealing exactly its max HP in Aqua Damage. This effect will not damage enemies. The virus is automatically deleted after boiling over in this case.

Area: Netopia, Beach

HP: 100 Degrees
Attack Damage/Effect: Variable Damage Aqua (Max 100) + Nova4
Attack Accuracy: C
Attack Description: Boils over and releases geyser explosion when attacked. Boil-over damage never exceeds the virus' max HP. See Notes for more details.
Element: None
Possible Rewards (Per Virus): LittleBoiler1, Zenny
Special: Regen(50): Passively recovers 50 HP every action.
: BOILED
CannonGuardCannonGuard (CannonGuard)

CannonGuards are automatically in guard mode unless they are attacking. When guarding, the turret is protected by a shutter that will stop any and all non-breaking attacks from the front. This shutter cannot be destroyed, even by a breaking attack, so long as the virus exists. The shutter does not protect the turret portion of the virus against attacks from the back or sides. The base of the virus is also immune to non-breaking damage.

Area: SciLab, Kotobuki Town, Netopia, NAXA

HP: 60
Attack Damage/Effect: 15 Null + Lockon
Accuracy: A
Attack Description: Locks on and attacks
Element: None
Possible Rewards (Per Virus): MarkCannon1, Zenny
Special: Immobile.
Special: Target's evasion counts less against this virus.
Special: Can guard against attacks.
: SQUISHED
BombBoyBombBoy (BombLab)

BombLab viruses attack by summoning a huge cube-shaped explosive, called a BoyBomb. They push this bomb towards their enemies, using it as cover against incoming fire as they do so. It takes a BombLab virus an action to summon a BoyBomb, and another 2 to push it into attack range of the enemy. Once the explosive is in range, it will explode the very next turn. BoyBombs have StoneBody, and can be moved with special abilities, such as Knockback, Microburst, Pull, Gravity, and Telekinesis. BoyBombs will explode if physically picked up, however (EX: Rageclaw or similar means). Bomb Lab viruses jump, not teleport, back to their starting position after setting the BoyBomb.

Area: Netopia, Sharo, NAXA

HP: 80
Attack Damage/Effect: 30 Null + Blast 3
Attack Accuracy: S
Attack Description: Summons a 5 HP BoyBomb, and begins pushing it towards the enemy. Bomb deals massive damage once in range.
Element: None
Possible Rewards (Per virus): BoyBomb1, Zenny
Special: This virus is immune to the effects of BoyBombs, including damage.
: ELECTRIFIED
BigHatBigHat (BigHat)

BigHats only attack a max of once per turn. The rest of their remaining actions are spent moving or dodging, a skill in which they are only average at best. BigHats only attack a second time if the FlashBomb they threw on that turn is somehow destroyed before the end of the turn, and they have an action remaining for the turn. FlashBombs thrown by BigHats do not harm viruses at all when they explode. The effect of FlashBomb cannot be dodged, but it can be blocked by defenses you can take cover behind, such as objects and Guards. Chip generated barriers and auras also prevent the effect, but signature generated defenses of these types will not. As FlashBomb is a light based attack, it has slashing to pierce Shadow, and Seeking to pierce Invis (note that dodging alone does nothing, so Invis will not help here anyway).

Area: Kotobuki Town, Netopia, NetVegas

HP: 100
Attack Damage/Effect: 10 Null + Blind + Slashing + Seeking + Stun + To-All-Clause
Attack Accuracy: S
Attack Description: Throws bomb that explodes in one turn in a flash.
Element: None.
Possible Rewards (Per Virus): FlashBomb1, Zenny
Special: 20 HP Bomb used in attack explodes at the end of the following turn. They fizzle harmlessly if destroyed.
: STEAMED
VolgearVolgear (Volgear)

This virus family is positively deadly when fighting on Furnace Terrain, to the point where the players are at a severe disadvantage. Unless you just have it in for the player, try not to combine the two very often. I'm serious about this. -Pally

Area: Electown, Kotobuki Town, Netopia, Netfrica, Hades Isle

HP: 80
Primary Attack Damage/Effect: 15 Fire + Wide Attack + Ground Attack
Primary Attack Accuracy: B
Primary Attack Description: Fries enemy with a firewall that bursts suddenly from the ground.
Secondary Attack Damage/Effect: 20 Fire + Group Attack + Ground Attack
Secondary Attack Accuracy: D
Secondary Attack Description: Fries the enemy with a marching line of fire pillars.
Element: Fire
Possible Rewards (Per Virus): FlameLine1, FireTower1, Zenny
: FLATTENED
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
: SHEARED

-=Navis-=
Rayner.Exe: 130Hp [Normal] [RageClaw1 4/6]

-=Terrain=-
75% Holy
  • Halves Final Damage.
  • Cannot be in Sigs.
  • PanelShot: Converts attack to Life Drain.
[Large circle just ahead]
25% Normal
  • No effects.
[Outer edges]

-=Objects=-
BoyBomb: 2Hp [StoneBody][Holy]

-=Battle 2, Victory!!=-
Rewards: BoyBomb1HP: 100
Properties: Normal
Object Damage: 220 + Blast3
Damage Method: Throw, Knockback, Microburst, Pull, Gravity, Telekinesis
Attack Damage: 220 + Blast3
Accuracy: Not Applicable
Description: Creates a BoyBomb1 on the field directly before you. The bomb may be pushed around until the end of the turn. The bomb will explode at the beginning of the following turn, dealing extremely heavy damage to anything nearby. Be somewhere else when that happens....
Duration: Until destroyed or the beginning of next turn.
Element: Null
Special: If enough damage is dealt to this object to destroy it, it will immediately explode instead.
Trader Rank: D
Battlechip, 1000z, 24 BugFrags, +1 Moloko Bounty
Rayner whistled something victorious sounding and sauntered over to the cubical bomb as if it wouldn't do more damage in one blast than his total HP. To be fair the nonchalant attitude dropped immediately upon converting the bomb and getting a chance to look at its stats. "That's quite some firepower."

"I-oh wow. I'm suddenly retroactively nervous about the way you walked up to it! Imagine if it had gone off!"

Rayner winced and shook his head. The bits and pieces leftover after the fight began sliding across the net towards him. "How about we don't imagine that. Could've been a bit to close to call. Still I know what my plan is for the next fight!" With a dramatic flip of his scarf he finished collecting the data and began to make his way down the hill towards the lake.

"Really? We both acknowledge that the bomb could one-shot you and you want to take it for a test run?" Joan asked incredulously.

"Hey, it's more like a test boom." He gave a sassy wave of his finger with that retort and continued on.

(Searching for battle 2)
Ambling down the hill his thoughts on mass destruction, Rayner approached the shore of the low lake and found another small collection of sheep minding their own business, for the most part. Either way, the bounty said they were over-populating the area so... Minding the small flock, seemed to be a trio of viruses, which was odd because they looked like Twins, which normally only appeared in pairs.

As Rayner got a little closer to the odd triplets, however ,he began to notice something off about the central one. The other two twins were circling about it, but it looked to be the wrong shape, just a little, and it was only slowly spinning in place. It looked like a dummy of some sort, perhaps. They'd painted it black and red and stuck small purple blobs of fluff on to mimic hands and feet, but otherwise it looked like a small floating diamond.

Before he could take in much more detail than that, one of the sheep bleated in his direct, drawing responses from the other as they picked themselves up and turned to face the navi. One of them pawed at the ground.

-=Viruses=-
TwinsTwins (Twins)

Twins viruses appear only in linked pairs, and never in odd numbers. A linked pair of Twins viruses will only link to each other, and not with any other Twins viruses present. The linked pairs are always clustered close together, and move by revolving around each other, which makes them susceptible to AoE. If one of the linked pair is deleted, and the other is not, then the virus that was deleted is revived as a free action immediately after. Both must be deleted within the span of one turn to be truly defeated. Twins viruses act in the following manner: One Twins will attack while the other moves. They then swap roles the next action, with the second virus attacking while the first moves. The virus making the move is counted as making a Dodge. The pattern is not altered even if a Twins is deleted and resurrected. They simply carry on next action as if nothing happened.

Area: Netopia, NetVegas

HP: 100
Attack Damage/Effect: 20 Null + Lockon
Attack Accuracy: A
Attack Description: Both lock on, then fire.
Element: None.
Possible Rewards (Per Virus): Team1, Zenny
Special: Omnishoes
Special: If one is killed and the other is not in the same turn, that one is revived.
A: 100Hp [Grass][In the middle of the small herd]
TwinsTwins (Twins)

Twins viruses appear only in linked pairs, and never in odd numbers. A linked pair of Twins viruses will only link to each other, and not with any other Twins viruses present. The linked pairs are always clustered close together, and move by revolving around each other, which makes them susceptible to AoE. If one of the linked pair is deleted, and the other is not, then the virus that was deleted is revived as a free action immediately after. Both must be deleted within the span of one turn to be truly defeated. Twins viruses act in the following manner: One Twins will attack while the other moves. They then swap roles the next action, with the second virus attacking while the first moves. The virus making the move is counted as making a Dodge. The pattern is not altered even if a Twins is deleted and resurrected. They simply carry on next action as if nothing happened.

Area: Netopia, NetVegas

HP: 100
Attack Damage/Effect: 20 Null + Lockon
Attack Accuracy: A
Attack Description: Both lock on, then fire.
Element: None.
Possible Rewards (Per Virus): Team1, Zenny
Special: Omnishoes
Special: If one is killed and the other is not in the same turn, that one is revived.
B: 100Hp [Grass][In the middle of the small herd]
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
A: 60Hp [Grass][Grazing by the lake][10Hp Fleece]
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
B: 60Hp [Grass][Grazing by the lake][10Hp Fleece]
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
C: 60Hp [Grass][Grazing by the lake][10Hp Fleece]

-=Navis-=
Rayner.Exe: 130Hp [Grass][A little up the hill from the sheep]

-=Terrain=-
60% Grass
  • Wood Elementals get +5 HP/action.
  • Fire attacks: +100% Source Damage, change terrain hit to Soil.
  • PanelShot: Imbue Wood.
[Green flat before the lake]
20% Normal
  • No effects.
[Rock shoreline]
20% Sea
  • Fire Elementals lose 10 HP/action standing, 20 HP/action submerged. Other Non-Aqua Elementals lose 5 HP/action submerged. Nullified for Aqua Elementals.
  • Ice attacks: 50% Freeze1 chance, Changes terrain hit to Ice.
  • Terrain changes between Sea and Onsen do not inflict damage upon submerged entities, nor do they eject submerged entities to the surface.
  • Elec attacks: +100% Source Damage.
  • PanelShot: Imbue Aqua.
[Edge of the lake]

-=Objects=-
Triplet?: 25Hp [In between the Twins]

-=Battle 3, Start!=-
"Look what we have here!"

"POor harmless viruses that don't deserve what you're about to do to them?"

"Yes-wait! No! Convenience!" Rayner fumbled his words at his operator's surprise reply. It wasn't often that he was the one verbally tripped up but no matter! Coincidence of this nature could only be providence. In Rayner's humble opinion it was best to exploit the gift horse and get as much use out of it as possible before the authorities looked it in the mouth. Speaking of horses he had a gift to deliver.

"Hey Joan I've got a bomb to drop! Send it my way please~"

"I really hope you don't mean dropping it literally. I'm not sending it unless you have a plan for getting out of range!" Joan declared as she crossed her arms and glared at her PET. More specifically she glared at the screen of the PET instead of the camera, so the little pop-up video window version of her wasn't looking straight at Rayner. He declined to inform her of this.

"I've got a plan! I'll need the fruit, the bomb, AirShot, and Guard!" He cackled at the suddenly surprised expression on her face.

"Okay, you're going to have to explain that one."

"Bait, payload, delivery system, assurance!" He replied. He might not have an actual mouth but it was clear from his tone of voice, and the happy arches his eyes had become, that he was more than pleased with her confusion. "If its over your head be glad! You really don't want to get hit in the face with what I'm planning."

She glared at him a moment longer then sighed. "Alright, you better put on one heck of a show." She slotted in the requested chips.

"Oh don't worry, the material should prove explosive." He grinned and waved the virtual face screen away. There was an oddness to the scene before him: the Twins were clearly labeled as such and yet they were encircling a third. The third looked like just a normal object, maybe it was meant as a scarecrow? Or had he stumbled upon a rite of viral reproduction? Whatever the case he cleared his throat noisily and began to speak to the viruses. He kept his tone friendly and light-hearted: he was just a naive, good natured Navi out to admire nature despite what his skull mask said! There was definately nothing sinister about what he was delivering.

"Good day good shepards and sheep! In the spirit of jolly cooperation I have a gift for you!" With a wave of his hand he conjured the RedFruit, willing it to appear near the cluster of viruses. He couldn't actualy change the placement but he might as well push how much luck the Net had given him. "Behold! A great delicious treat! Please do not squabble among yourselves but share it equally! The net has enough fighting."

Make it right indeed, with a wave of his gloved hand the BoyBomb appeared in front of him.

He dropped to one knee.

His mechanical arm took the shape of a barrel.

He put the barrel against the bomb and fired.

Immediately he triggered his last chip and as the bomb flew threw the air he was covered in a giant yellow metool helmet, the little green plus pointed towards the viruses and where, hopefully, a rather large explosion would soon be happening.

---------------------------------
Turn Summary


1) RedFruit1Recovery: 80 HP
Accuracy: S
Description: Places a large red apple at a random spot on the field. The first person to attack the apple (enemy or ally) will recover 80 HP.
Duration: Once
Element: Null
Trader Rank: D
as a distraction
2) BoyBomb1HP: 100
Properties: Normal
Object Damage: 220 + Blast3
Damage Method: Throw, Knockback, Microburst, Pull, Gravity, Telekinesis
Attack Damage: 220 + Blast3
Accuracy: Not Applicable
Description: Creates a BoyBomb1 on the field directly before you. The bomb may be pushed around until the end of the turn. The bomb will explode at the beginning of the following turn, dealing extremely heavy damage to anything nearby. Be somewhere else when that happens....
Duration: Until destroyed or the beginning of next turn.
Element: Null
Special: If enough damage is dealt to this object to destroy it, it will immediately explode instead.
Trader Rank: D

3) AirShot1Damage: 40 + Microburst
Accuracy: A
Description: A buster-like gun that shoots a bullet of compressed air, sending whatever it hits flying.
Duration: Once
Element: Null
Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
Trader Rank: D
@ BoyBomb1 towards Twins
4) Guard1Effect: (1 Hit Shield) + (Reflect(up to 60 + Piercing + Line Attack): On Hit)
Accuracy: S
Description: Generates a 1-Hit Shield upon activation. When this shield blocks one hit from a non-Break attack, it responds with a hyper-fast damage ray.
Duration: Until broken or overridden.
Element: Null
Special: Negated by Break. Ignores Impact.
Special: Reflect: Damage returned is equal to the damage of the attack blocked or the damage cap listed, whichever comes first. Reflect is not subject to negation by Impact.
Special: Status Guard: This chip blocks debuffs.
Trader Rank: E
@ Self.
Gleefully noting that all of his targets were bunched up in a nice tight group, Rayner requested some explosive ordinance from his operator, though not without its setup. Conjuring up the bright red apple in his hand with the RedFruit chip, he managed to garner the attention of the little sheep, though the Twins didn't seem as convinced. Once he threw it out, the Twins immediately targeted it, and shot it to pieces. However, they were halted in their tracks as the apple leapt up towards them, and infused one of them with restorative energy. Perhaps this one wasn't so hostile to them?

Of course, that was a rather farfetched thought, as Rayner's next move was to launch a sizable bomb directly towards them with an airburst. The ensuing explosion was quite powerful, and wiped out both the Twins and their... third friend. Unfortunately for Rayner, the Moloko viruses escaped the blast unscathed, thanks to their thick woolly fleece, leaving them quite angry. Charging up the hill, one of them rammed its horns into his shield, sustaining a bit of damage from its own attack. The shield collapsed, allowing another one to take advantage of it and slamming into his side. (-20) The confusion of all three of them charging at him caused the last one to veer off course pretty hard and ran into the distance. It wasn't long before they instantly regrew their fleece as well--this wasn't going to be as easy as Rayner thought it would be.

-=Viruses=-
TwinsTwins (Twins)

Twins viruses appear only in linked pairs, and never in odd numbers. A linked pair of Twins viruses will only link to each other, and not with any other Twins viruses present. The linked pairs are always clustered close together, and move by revolving around each other, which makes them susceptible to AoE. If one of the linked pair is deleted, and the other is not, then the virus that was deleted is revived as a free action immediately after. Both must be deleted within the span of one turn to be truly defeated. Twins viruses act in the following manner: One Twins will attack while the other moves. They then swap roles the next action, with the second virus attacking while the first moves. The virus making the move is counted as making a Dodge. The pattern is not altered even if a Twins is deleted and resurrected. They simply carry on next action as if nothing happened.

Area: Netopia, NetVegas

HP: 100
Attack Damage/Effect: 20 Null + Lockon
Attack Accuracy: A
Attack Description: Both lock on, then fire.
Element: None.
Possible Rewards (Per Virus): Team1, Zenny
Special: Omnishoes
Special: If one is killed and the other is not in the same turn, that one is revived.
A: DELETED
TwinsTwins (Twins)

Twins viruses appear only in linked pairs, and never in odd numbers. A linked pair of Twins viruses will only link to each other, and not with any other Twins viruses present. The linked pairs are always clustered close together, and move by revolving around each other, which makes them susceptible to AoE. If one of the linked pair is deleted, and the other is not, then the virus that was deleted is revived as a free action immediately after. Both must be deleted within the span of one turn to be truly defeated. Twins viruses act in the following manner: One Twins will attack while the other moves. They then swap roles the next action, with the second virus attacking while the first moves. The virus making the move is counted as making a Dodge. The pattern is not altered even if a Twins is deleted and resurrected. They simply carry on next action as if nothing happened.

Area: Netopia, NetVegas

HP: 100
Attack Damage/Effect: 20 Null + Lockon
Attack Accuracy: A
Attack Description: Both lock on, then fire.
Element: None.
Possible Rewards (Per Virus): Team1, Zenny
Special: Omnishoes
Special: If one is killed and the other is not in the same turn, that one is revived.
B: DELETED
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
A: 60Hp [Grass][Next to Rayner][10Hp Fleece]
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
B: 40Hp [Grass][Further up the hill][10Hp Fleece]
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
C: 60Hp [Grass][Next to Rayner][10Hp Fleece]

-=Navis-=
Rayner.Exe: 110Hp [Grass][A little up the hill]

-=Terrain=-
60% Grass
  • Wood Elementals get +5 HP/action.
  • Fire attacks: +100% Source Damage, change terrain hit to Soil.
  • PanelShot: Imbue Wood.
[Green flat before the lake]
20% Normal
  • No effects.
[Rock shoreline]
20% Sea
  • Fire Elementals lose 10 HP/action standing, 20 HP/action submerged. Other Non-Aqua Elementals lose 5 HP/action submerged. Nullified for Aqua Elementals.
  • Ice attacks: 50% Freeze1 chance, Changes terrain hit to Ice.
  • Terrain changes between Sea and Onsen do not inflict damage upon submerged entities, nor do they eject submerged entities to the surface.
  • Elec attacks: +100% Source Damage.
  • PanelShot: Imbue Aqua.
[Edge of the lake]

-=Objects=-
Triplet?: DESTROYED
"You deserved that!" Joan not-quite yelled the exact moment one of the sheep impacted with Rayner. Truthfully he wasn't surprised by her reaction - she liked to keep things above the books and was uncomfortable with even small acts of subterfuge. It was a trait that was seriously going to cramp his style.

"They're viruses. They exist to mess up the net no matter how cute they look! Now are you going to keep throwing a pity party for them or give me something to take them out?" He shot back. He was very annoyed at both her nagging and the fact the pesky sheep's wool had saved them from his gloriously plotted explosion. It was his fault for failing to account for the fleece but he didn't have to admit that out loud.

"Oh I'll send you something all right! You're still an ass though." Joan grumbled as she dug through their chips and began slotting them in.
"Just make sure its sharp." Rayner did a great impression of rolling his eyes by shifting the eyes on his mask-face around, the little head roll he gave with it really sold it. He was almost sorry for his sass when a kunai appeared in his hand. Moonblade, the chip they'd gained from the holiday special. To think all it had cost them was a rather worthless recovery chip! With a laugh he stretched out the blade and spun in a quick, tight circle. The movement felt stronger than it should as if the kunai was pulling his arm along, eager to bite into the sheep.

Hopefully it'd bite deep enough he wouldn't need to follow up.

Still there were more chips waiting in his system and as the kunai faded away, its power spent, its replacement was already forming in his hand. Enticing white curves, a softness that beckoned all who felt it to just lay down and sleep. It was absolutely not what he ha d asked for. "Really Joan?" He didn't bother to keep the contemptuous disbelief out of his voice. "I ask for something sharp and you send me a pillow?"

"The first one was sharp so just, just deal with it!"

The navi sighed and turned his head to consider what he held. The Moloko's fleece had disappeared from the blast earlier and regrown rather quickly. He suspected it was because of the fire, but what if it wasn't? What if it was just based on the sheep getting hit or being damaged? He huffed and then looked at the Moloko that wasn't around him and narrowed his eyes at it. It was time to try something risky. His metal arm shifted into a barrel and he stuffed the pillow inside. Carefully extending his feather-filled arm as far from him as he could and turned his face away slightly.

"...what are you doing? That's going to blow up in your face!"

"Not if I'm not looking at it!" He sing-songed in a vicious mockery of her worries. He fired and was pleasantly surprised when his arm didn't blow up. He looked back in time to see the pillow reach the end of its unmajestic arc in the air and land near the sheep but from this distance he couldn't tell if it had hit on the way down or not. The next chip in line was processed quickly and efficiently: the good ol' Cannon data flowed into his arm and was discharged as soon as it got there. After that he sprung away from where he had been standing. Only a short distance but hopefully far enough to keep one of the stupid sheep from ramming him, assuming any were still alive of course.

After his failure with the bomb he wasn't inclined to take chances.

-------------------------------------------------------------------
Action Summary
1) MoonBlade1Damage: 90 + Slashing + Spin Attack
Accuracy: Depends on number of targets.
Description: Executes a spin cut with a Kunai.
Duration: Once.
Element: Null
Special: Spin Attack: Strikes at all enemies in an 8-panel circle around the user. Accuracy varies depending on the number of targets designated: 1-3 targets @ B Accuracy, 4-6 targets @ C Accuracy, 7-8 targets @ D Accuracy.
Trader Rank: D
@ Moloko A and C
*Launcher: All direct damaging dealing non-Gun Battlechips can be used as a single-use, single-target Shot-type attack with A accuracy. Chips used through Launcher cannot be Reloaded.
2) Launch Pillow1Damage: 30 + Sleep
Accuracy: B
Description: A fluffy pillow that will make anyone drowsy when it hits.
Duration: Until Overridden/Broken. Breaks after 3 swings.
Element: Null
Trader Rank: D
@ Moloko B, A Acc
3) CannonDamage: 60 + Knockback
Accuracy: A
Description: A decent sized cannon with a single shot.
Duration: Once
Element: Null
Trader Rank: E
@ Moloko B
4) Dodge
Despite rebuking her Navi for attempting an underhanded tactic, Joan still supported Rayner, sending him a sharp blade to cut through the sheep's tough fleece. True enough, the Moonblade kunai sliced through extremely easily, and deleted two of the Moloko next to her in one fell swoop. However, it was fragile compared to other bladed chips, and disappeared rather easily. The next one was decidedly less sharp, and it only allowed him to, at best, perhaps annoy the charging sheep. That wasn't about to stop him, however, as he loaded the pillow into his buster arm, and fired it off. Surprisingly, it flew rather quickly, immediately hitting the Moloko in the face, dislodging some of its fleece. With its face obscured by the pillow, it missed Rayner with its charge by a wide margin, and this opened it up to the subsequent Cannon blast that deleted it entirely.

-=Viruses=-
TwinsTwins (Twins)

Twins viruses appear only in linked pairs, and never in odd numbers. A linked pair of Twins viruses will only link to each other, and not with any other Twins viruses present. The linked pairs are always clustered close together, and move by revolving around each other, which makes them susceptible to AoE. If one of the linked pair is deleted, and the other is not, then the virus that was deleted is revived as a free action immediately after. Both must be deleted within the span of one turn to be truly defeated. Twins viruses act in the following manner: One Twins will attack while the other moves. They then swap roles the next action, with the second virus attacking while the first moves. The virus making the move is counted as making a Dodge. The pattern is not altered even if a Twins is deleted and resurrected. They simply carry on next action as if nothing happened.

Area: Netopia, NetVegas

HP: 100
Attack Damage/Effect: 20 Null + Lockon
Attack Accuracy: A
Attack Description: Both lock on, then fire.
Element: None.
Possible Rewards (Per Virus): Team1, Zenny
Special: Omnishoes
Special: If one is killed and the other is not in the same turn, that one is revived.
A: DELETED
TwinsTwins (Twins)

Twins viruses appear only in linked pairs, and never in odd numbers. A linked pair of Twins viruses will only link to each other, and not with any other Twins viruses present. The linked pairs are always clustered close together, and move by revolving around each other, which makes them susceptible to AoE. If one of the linked pair is deleted, and the other is not, then the virus that was deleted is revived as a free action immediately after. Both must be deleted within the span of one turn to be truly defeated. Twins viruses act in the following manner: One Twins will attack while the other moves. They then swap roles the next action, with the second virus attacking while the first moves. The virus making the move is counted as making a Dodge. The pattern is not altered even if a Twins is deleted and resurrected. They simply carry on next action as if nothing happened.

Area: Netopia, NetVegas

HP: 100
Attack Damage/Effect: 20 Null + Lockon
Attack Accuracy: A
Attack Description: Both lock on, then fire.
Element: None.
Possible Rewards (Per Virus): Team1, Zenny
Special: Omnishoes
Special: If one is killed and the other is not in the same turn, that one is revived.
B: DELETED
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
A: DELETED
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
B: DELETED
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
C: DELETED

-=Navis-=
Rayner.Exe: 110Hp [Grass][A little up the hill]

-=Terrain=-
60% Grass
  • Wood Elementals get +5 HP/action.
  • Fire attacks: +100% Source Damage, change terrain hit to Soil.
  • PanelShot: Imbue Wood.
[Green flat before the lake]
20% Normal
  • No effects.
[Rock shoreline]
20% Sea
  • Fire Elementals lose 10 HP/action standing, 20 HP/action submerged. Other Non-Aqua Elementals lose 5 HP/action submerged. Nullified for Aqua Elementals.
  • Ice attacks: 50% Freeze1 chance, Changes terrain hit to Ice.
  • Terrain changes between Sea and Onsen do not inflict damage upon submerged entities, nor do they eject submerged entities to the surface.
  • Elec attacks: +100% Source Damage.
  • PanelShot: Imbue Aqua.
[Edge of the lake]

-=Objects=-
Triplet?: DESTROYED

-=Battle 3, Victory!!=-
Rewards: 1000z, 19 BugFrags
"Success!" Rayner crowed, pleased with himself. He quietly resolved himself to throw more things through his arm: what other chips could be used in a way they weren't meant to? He gathered up the rewards quickly and continued his walk around the lake.

"Terrible success." Joan grumbled. He could hear her fiddling with the buttons on the PET.

He declined to respond. He wasn't going to start that argument.

"I need to get back to work." Joan said after a while.

Rayner snorted and shook his head, lifting his hand to rub it down the back of his helmet. Such an annoying Net Op!

"Alright, initiating jack-out procedures! We've got enough to turn in anyways."

[Jack-out]