![](https://execfera.github.io/rern/chip/DashAttack2.png)
Accuracy: C
Description: The user charges forward at a great speed to ram a line of enemies. Hits a maximum of 5 enemies before the momentum is lost.
Duration: Once
Element: Null
Special: Direction of travel may be altered with chip, terrain, and sig use.
Trader Rank: C,
![](https://execfera.github.io/rern/chip/Magnum1.png)
Accuracy: A
Description: A triple barreled gun that blasts through defenses and terrain alike. Rare
Duration: Once
Element: Fire
Trader Rank: C,
![](https://execfera.github.io/rern/chip/Voltz2.png)
Accuracy: B
Description: Creates a Flashor 3 panels ahead, which Electrocutes anyone and anything in the immediate vicinity.
Duration: Once
Element: Elec
Trader Rank: C,
![](https://execfera.github.io/rern/chip/ElementTrap.png)
Accuracy: S
Description: Upon activation, remains dormant until opponent uses an elemental attack that is capable of dealing damage, at which time it deals them damage of the same element as the attack used. Does not stun nor negate the attack or ability. Rare
Duration: Once
Element: Variable
Special: (Trap(Effect): Trigger): Trap effects are sprung when Trigger conditions are met. Traps do not trigger and cannot be triggered by other Traps. Traps are negated on contact by the Nullify effect, and do not trigger against attacks that include the Nullify effect. Traps do not trigger against Allies. Only one Trap may be set by an individual at a time, and setting a second will overwrite the first regardless of type. Traps remain in place until triggered, overwritten, or destroyed.
- Does not trigger on enemy Passives.
- Cannot trigger on sigs that do not affect you, objects you have created, or your allies.
- Cannot trigger on Null Elemental attacks.
Trader Rank: A, and
![](https://execfera.github.io/rern/chip/Synapse2.png)
Accuracy: B
Description: Produces a powerful ray through sheer force of thought, which arcs towards nearby enemies when it hits a target.
Duration: Once
Element: Elec
Special: Chain 2: This attack, upon striking a target, may change directions towards a new target. This may be done up to 2 times in one attack.
Trader Rank: C."
It was obvious Mach wanted to strike first, and possibly thin out the enemy's numbers in his opening salvo. Mazer didn't delay in uploading the first two chips, and started working on the rest. As soon as the DashAttack was successfully uploaded, the Navi slammed his throttles forward, which caused a pair of dozen-foot orange, blue, and purple cones of flame to erupt from his engines and sent him rocketing forward with a thundering roar. His decoys were left behind, which peeled away and started to maneuver towards the Sparknoid instead of attempting to keep up with their flight lead.
While the decoys tried to get behind the Sparknoid as if trying to line up a shot whilst dogfighting, Mach angled his body towards the Pulsebat with the help of his vectoring paddles and control surfaces to continue charging ahead. He tried to bludgeon the flying virus with the battering ram-like veil of highly pressurized air that struggled to get out of the way of his supersonic body. After blitzing through the PulseBat's position, he attempted to chase down the lone Megalian to punch through its protective aura, or respond to its inevitable headbutt with a rapid flying "side-step" before countering with his own full-body tackle.
The chip's energy was quickly depleted, and Mach already planned to slow down to provide a more stable platform for the next phase of his assault. He twisted in the air to turn back towards the Pulsebat, and his right arm started to unfold out from under his engine nacelle. It simultaneously also started to reformat and warp into a much larger structure, so when he fully extended the limb, his forearm and hand had been transformed into a large, three-barreled cannon. He quickly swung the weapon into position so his crosshairs laid directly over the PulseBat. Once he got a clear shot, Mach opened fire with a single high-explosive incendiary round. The weapon belched orange flame with a loud boom and jolted back from the recoil, sending the heavy round towards the virus at ballistic velocity.
The barrel assembly rotated to swing the next loaded barrel into the top position with a heavy metal *CLUNK* while the weapon itself was being repositioned to point down towards the tundra below. Mach's eye was then focused on the roughly puck-shaped virus that slid over the ice. He tried to lead his aim on the virus as it moved along; he wanted to hit the virus directly, but causing the virus to fall into a sudden hole in the ice would also be a welcome outcome. He fired the cannon again, and thanks to his air-to-ground trajectory, the feiry muzzle flash of the weapon going off was almost instantly matched with a fireball on the ice below regardless of Mach's success in hitting the virus. The explosion likely caused a rather strange sound to reverberate through the ice, and produce a brief shower of water and pulverized ice.
With another metal-on-metal clunk, the last ready-to-fire barrel rotated into the firing position and left its counterparts to continue slowly oozing heat and smoke. This time, he had a significantly more agile target in mind. While his decoys continued to give chase or maneuver around in a "cat and mouse" attempt to get behind the Sparknoid, Mach eased his crosshairs over the orb-shaped virus. He fired the weapon one last time once he got a good shot lined up. The explosion would've likely caused a brief plume of snow to erupt skyward over the newest crater in the landscape, which the decoys attempted to avoid.
Instead of rotating the barrels again, the entire weapon assembly was jettisoned from his upper arm, causing it to tumble towards the frigid terrain below as it began to rapidly fragment. Mach activated the next chip while his gaze was focused on the movement in water that wasn't covered in ice. Suddenly a Flashy virus materialized a few inches above the waves, and didn't seem to have enough time to spin up its propeller to avoid plunking down into the water below with a muffled splash. The lightbulb-shaped virus didn't look at all happy to be bobbing in the bone-chillingly cold water, so it wasn't surprising to see it proceeded to make its frustration known by unleashing a powerful electrical pulse, causing the immediate area to become briefly saturated with small lightning bolts. Mach summoned the virus in the water for a reason, and attempted to place it between the submerged Slimest and the possibly damaged and/or submerged Dogma, with the aim to have them both caught in the spark-riddled explosion.
Mach then briefly switched to a defensive posture, expecting his opening salvo to not go unanswered. He was prepared to twist away from inbound fire with a quick roll to the right; he would've likely lost some altitude as a result, but at that point he had plenty to spare. After his first evasive maneuver, he activated his ElementTrap chip before shifting his focus back to the Megalian. He activated his final chip for this round, which caused the tip of his fuselage-shaped armor to briefly flicker and spark before a lighting bolt leaped from the point of his nosecone. The white-hot bolt of electricity zipped towards the Megalian in an attempt to tear through its protective aura and deliver a severely damaging shock to the virus.
If it managed to hit, something the chip has so far failed to do, the bolt would've then "bounced" off and blitzed towards the equally elusive Sparknoid in an attempt to give the highly-charged virus a proverbial and painful "taste of its own medicine." If by some miracle the bolt hit the Sparknoid as well, it would then arc skyward towards the PulseBat, if it was still alive. While the bolt tried to pinball amongst the remaining targets, Mach attempted to avoid any return fire by twisting in to a barrel roll maneuver, causing his body to trace a circle in the air as if following the inner walls of a large barrel.
[ACTIONS: Passive Haste, Accuracy Enhancement, Status Cure, Dodge x2, Decoy x2]
Spoiler
1. Heavy Shielding: MachMan (5-hit Shield + 3TCD)
2.
DashAttack2Damage: 120 + Impact + LineAttack(5) + Movement
Accuracy: C
Description: The user charges forward at a great speed to ram a line of enemies. Hits a maximum of 5 enemies before the momentum is lost.
Duration: Once
Element: Null
Special: Direction of travel may be altered with chip, terrain, and sig use.
Trader Rank: C: PulseBat3, Megalian-A3 [+Overclock]
3.
Magnum1Damage: 120 + Break + Panel Break x 3 Targets
Accuracy: A
Description: A triple barreled gun that blasts through defenses and terrain alike. Rare
Duration: Once
Element: Fire
Trader Rank: C: PulseBat3, Dogma, Sparknoid
4.
Voltz2Damage: 120 + Nova 2
Accuracy: B
Description: Creates a Flashor 3 panels ahead, which Electrocutes anyone and anything in the immediate vicinity.
Duration: Once
Element: Elec
Trader Rank: C: Dogma, Slimest
-Dodge- [+Scramble]
5.
ElementTrapDamage: Trap(240 Trigger Element): Elemental Damage
Accuracy: S
Description: Upon activation, remains dormant until opponent uses an elemental attack that is capable of dealing damage, at which time it deals them damage of the same element as the attack used. Does not stun nor negate the attack or ability. Rare
Duration: Once
Element: Variable
Special: (Trap(Effect): Trigger): Trap effects are sprung when Trigger conditions are met. Traps do not trigger and cannot be triggered by other Traps. Traps are negated on contact by the Nullify effect, and do not trigger against attacks that include the Nullify effect. Traps do not trigger against Allies. Only one Trap may be set by an individual at a time, and setting a second will overwrite the first regardless of type. Traps remain in place until triggered, overwritten, or destroyed.
- Does not trigger on enemy Passives.
- Cannot trigger on sigs that do not affect you, objects you have created, or your allies.
- Cannot trigger on Null Elemental attacks.
Trader Rank: A
6.
Synapse2Damage: 120 + Piercing + Chain 2
Accuracy: B
Description: Produces a powerful ray through sheer force of thought, which arcs towards nearby enemies when it hits a target.
Duration: Once
Element: Elec
Special: Chain 2: This attack, upon striking a target, may change directions towards a new target. This may be done up to 2 times in one attack.
Trader Rank: C: Megalian-A3, Sparknoid, PulseBat3
-Dodge- [+Scramble]
DecoyA: Attempt to tail/chase the Sparknoid
DecoyB: Attempt to tail/chase the Sparknoid
2.
![](https://execfera.github.io/rern/chip/DashAttack2.png)
Accuracy: C
Description: The user charges forward at a great speed to ram a line of enemies. Hits a maximum of 5 enemies before the momentum is lost.
Duration: Once
Element: Null
Special: Direction of travel may be altered with chip, terrain, and sig use.
Trader Rank: C: PulseBat3, Megalian-A3 [+Overclock]
3.
![](https://execfera.github.io/rern/chip/Magnum1.png)
Accuracy: A
Description: A triple barreled gun that blasts through defenses and terrain alike. Rare
Duration: Once
Element: Fire
Trader Rank: C: PulseBat3, Dogma, Sparknoid
4.
![](https://execfera.github.io/rern/chip/Voltz2.png)
Accuracy: B
Description: Creates a Flashor 3 panels ahead, which Electrocutes anyone and anything in the immediate vicinity.
Duration: Once
Element: Elec
Trader Rank: C: Dogma, Slimest
-Dodge- [+Scramble]
5.
![](https://execfera.github.io/rern/chip/ElementTrap.png)
Accuracy: S
Description: Upon activation, remains dormant until opponent uses an elemental attack that is capable of dealing damage, at which time it deals them damage of the same element as the attack used. Does not stun nor negate the attack or ability. Rare
Duration: Once
Element: Variable
Special: (Trap(Effect): Trigger): Trap effects are sprung when Trigger conditions are met. Traps do not trigger and cannot be triggered by other Traps. Traps are negated on contact by the Nullify effect, and do not trigger against attacks that include the Nullify effect. Traps do not trigger against Allies. Only one Trap may be set by an individual at a time, and setting a second will overwrite the first regardless of type. Traps remain in place until triggered, overwritten, or destroyed.
- Does not trigger on enemy Passives.
- Cannot trigger on sigs that do not affect you, objects you have created, or your allies.
- Cannot trigger on Null Elemental attacks.
Trader Rank: A
6.
![](https://execfera.github.io/rern/chip/Synapse2.png)
Accuracy: B
Description: Produces a powerful ray through sheer force of thought, which arcs towards nearby enemies when it hits a target.
Duration: Once
Element: Elec
Special: Chain 2: This attack, upon striking a target, may change directions towards a new target. This may be done up to 2 times in one attack.
Trader Rank: C: Megalian-A3, Sparknoid, PulseBat3
-Dodge- [+Scramble]
DecoyA: Attempt to tail/chase the Sparknoid
DecoyB: Attempt to tail/chase the Sparknoid