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.
25% Normal
- No effects.
-=Objects=-
BoyBomb: 4Hp [StoneBody][Holy]