Harrowing Hunt

MachMan had folded his arms up against the undersides of his engine nacelles as he cruised along in relative silence.  Even if the sights were worth taking in, the Navi's focus was solely on keeping an eye out for any viral signatures.  Thankfully it didn't take too long for him to find another pocket of activity to assault.  He instinctively raised his energy shields and summoned his twin decoys, which activated their holoprojectors and took their positions at Mach's sides like a pair of wingmen trailing in a "V" formation behind him.  Mach also called out to Mazer, demanding the tools he needed for his strategy.  " 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
, 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
, 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
, 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
, and 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
."


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
Cruising at high altitude, Mach easily had the jump on the foes he was moving in on, with his defences raised well before either of the two airborne viruses could approach him. Even then, he was still far more nimble in the air than his opponents; The bat assaulted him first, its shriek disrupting one of his decoys before it could even begin its chase pattern, though Mach himself easily rolled away from the force of the sonic blast. Similarly he dodged the assault of the Megalian as it came on, before ramming through and past it. He had the space to line up the bat as well, and after battering the flying head aside, managed to land a telling strike against its second half as well, crushing the aura and damaging the plinth further.

Down below, the Sparknoid took off across the ice and tundra in the opposite direction, beginning to flee from the figure it had no way of attacking, while the viruses on the ice sheet moved about, not convinced of their peril yet. The slime virus leapt up out of its break in the ice, like it was trying to jump at Mach, but fell laughably short; there would be no reaching him with a simple jump.

Aside from his two aerial foes, it was more a task akin to shooting viruses in a proverbial barrel, though they were a bit more evasive than they might have been, as the helpless ones began trying to flee. His magnum blast struck the puck-flinger and sent it spinning across the ice wildly, though the other two round exploded, throwing up chunks of ice and snow, but failed to connect with their targets as both the Sparknoid dodged to the side in its mad effort to get away, and the pulsebat swept low to the ground in a sudden evasive dive.

The ground, of course, wasn't at all safe and Mach set the frozen pool beneath him alight with electricity a moment later, wiping out the two viruses that were still there before they could try anything else. The pulse bat attempted to catch Mach unaware, sweeping up again from below with another shriek of sound, but once more to no avail as Mach made himself far harder to hit than most would expect of his form. The end of his evasion this time left him in the clear for the badly damaged Megalian to try again, and this time it did manage to connect with him, though even then, its head struck against his shielding with a dull thud that stopped it still, and sent it retracting again, likely with more headache for its effort than anything else. The recoil from this attack resulted in a blast of returned energy that destroyed the virus thoroughly; at least it didn't have to worry about the headache any more.

A moment later, Mach's dubious synapse chip finally redeemed itself as he managed to blitz both of the remaining two viruses with it, ending the fight before it had really had a chance to get going. Mach's aerial superiority had given him a severe edge against this group of viruses, most of whom had been unable to attack him properly, but sometimes it was nice to have a straight forward, easy win.

-=Viruses=-
DogmaDogma (Dharma)

Dharma move and dodge at average speed. Their puck attacks rebound off of the edges of the battlefield as if there were an invisible wall there. They can rebound up to 3 times before finally passing off of the field or dissipating into thin air. The pucks pass through anything they hit except boundary walls, terrain, and friendly viruses. The pucks can not damage other Dharmas. This virus cannot attack while moving.

Area: Yoka, Netopia, Sharo, NetVegas

HP: 250
Attack Damage/Effect: 75 Null + Break + Piercing + Rebound(3) + Ground Attack
Attack Accuracy: E
Attack Description: Throws a Hockey puck at the enemy. Break.
Element: None
Possible Rewards (Per virus): AirHockey3, Zenny
Special: Can use Mine1 once.
: DELETED
SparknoidSparknoid (Sparky)

Area: Netopia, Sharo, NAXA, SciLab

HP: 220
Attack Damage/Effect: 120 Elec to close group, break, impact
Attack Accuracy: B
Attack Description: Zips in rotation around the battlefield, attempting to slam its electrically-charged body into enemies.
Element: Elec
Possible Rewards (Per Virus): Satellite3, Zenny
Special: Omnishoes. One free dodge against each opponent. If this virus makes contact with an object on the battlefield, it will begin to slowly orbit the object and loses its ability to dodge.
: DELETED
SlimestSlimest (Slimey)

Slimey viruses were produced to be sources of major traffic lag. While a Slimey virus is on the battlefield, all Navis and SPs suffer from a passive Slow-like effect that imposes a -10% Evasion AND Movement Speed penalty. This effect is not a status ailment, and cannot be cured. This effect does not stack with itself if more than one Slimey is on the field at once. As this does not count as a true Slow effect, up to two instances of Slow may stack on top of this effect for a total penalty of -30% Evasion/Movement Speed. This effect expires when all Slimey viruses on the field are deleted or flee. Slimey viruses are very slow to move and dodge, but every move they make that is not a dodge counts as an attack. Slimeys deal damage by touching an opponent, thus touching a Slimey directly results in damage to any non-Slimey the virus considers hostile.

Area: Sharo, NetVegas, Beach

HP: 220
Attack Damage/Effect: 75 Aqua + Slow
Attack Accuracy: A
Attack Description: Body slams its foes. Any foes hit are slowed the following turn. Must be within melee range to attack a foe.
Element: Aqua
Possible Rewards (Per Virus): MetaGel3, Zenny
Special: While this enemy is on the field, dodge effectiveness is reduced by 1 Rank.
Special: May use AreaGrab once per battle to drop-attack an enemy from above.
: DELETED
PulseBat3PulseBat3 (PulseBat)

Area: ACDC, Okuden Valley, Kotobuki Town, Sharo, NetVegas

HP: 240
Attack Damage/Effect: 120 + 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 Virus): Pulsar3, EchoLocation, Zenny.
Special: Airshoes. If PulseBat hits an object, its attack spreads to up to 8 other targets at half damage while dealing full damage to that object. Every other turn, this virus enters High Altitude (dropdown) status and does not attack. Can use Rockcube chip once per battle.
: DELETED
Megalian-A3Megalian-A3 (Megalian-A)

All Megalian-A viruses are equipped with Omnishoes, and fight from the air. This virus type will spend an Action Dodging, and then Attack the following Action. If there are more than one Megalian (family does not matter) the viruses will work together, alternating their attack Actions or attacking as a group (mod's discretion). When attacking, both the head and the base can be damaged separately (if the Aura protecting the base has been destroyed).

Area: Beach, Sharo

HP: 250
Attack Damage/Effect: 120 Aqua + Break + Piercing + Group attack.
Attack Accuracy: B (special)
Attack Description: Lines up with a target and launches its head at the enemy. Accuracy decreases with each hit.
Element: Aqua
Possible Rewards (Per Virus): AuraHead3, Barrier200, Zenny
Special: Omnishoes: capable of free flight.
- Dodges every other Action. Attacks when not dodging.
- Has a 120HP Aqua Aura (Pierced and destroyed by Elec attacks).
- Can be attacked while head is extended.
: DELETED

-=Navis=-
Machman.Exe: 640Hp [High Altitude][5-Hit Shield]

-=Terrain=-
30% Ice
  • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Elec attacks: +100% Source Damage.
  • Fire attacks: Change terrain hit to Sea.
  • PanelShot: Imbue Aqua + Freeze1.

30% Snow
  • Non-Aqua Elementals get -10% Evasion and reduced movement speed.
  • Wind attacks: +100% Source Damage. Imbue Aqua if Null. Change terrain hit to Ice for 1 turn after turn hit, then back to Snow.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Fire attacks: Change terrain hit to Ice, generate Frosty Mist: -10% Accuracy for Non-Aqua Elementals, +10% evasion against Non-Aqua Elementals, Freeze1 effect for any Aqua or Wind attacks.
  • PanelShot: Imbue Aqua + Freeze1.

20% Normal
  • No effects.

10% 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.

10% Cracked
  • Changes to Broken when stepped on, chance to fall in when triggered.
  • Burrow: Change terrain to Broken, Null 50 to burrower.
  • Panel Crack attacks, >100 Damage Break/Impact/Drop attacks: Change terrain hit to Broken.
  • PanelShot: Splash1.


-=Battle 3, Victory!=-
Spoils: 7200z, 60 BugFrags, Megalian Bounty +1
The battle ended nearly as quickly as it started, and with significantly less battle scarring than the last skirmish.  Mach's right forearm and hand rematerialized to replace the jettisoned and now disappeared Magnum cannon, which made it marginally easier to gather up the zenny and bugfrags that lay scattered over the battlefield.  The tips of his two strut-like toes just barely touched the snow as he moved along, leaving the occasional trace in the snow.  ["Good work, buddy!"] Mazer exclaimed with his chips in-hand; he expected the number and strength of the viruses to require more than one "salvo" to bring down.
Though Mach's performance was notably good this battle against some significantly tough foes, certainly worthy of the praise from his NetOp, he still felt no real sense of accomplishment and certainly no happiness.  That realization obviously didn't help improve his mood, so Mach's response was unsurprisingly aloof.  "Thanks; still have more to hunt down," he said coldly in reference to the bounty, and quickly finished gathering up the loot.  Once all of the zenny and bugfrags were downloaded, he kicked up a cloud of snow as he took off, then started to cruise deeper into the net.

((Ready for Battle #4))
((SP regen: 1 battle remaining))

[Bounty:  Megalian-A3]-[4 kills]
As Mach flew onwards, the cold, dead desolation of the Sharoan tundra below matching the cold, dead desolation of his current mental and emotional state, he began to see signs of a battle, long, long past. The land was mostly flat, but it bore mounds and depressions at irregular points, of the variety that a trained eye might pick as the war scars of fighting a great many years in the past. As much as the wind howled and the driving of snow and sleet continued to hamper his view distance, other signs of long-forgotten conflicts began to show up as well. Extensions of metal jammed into the ground at unnatural angles – ruins and wreckage that might once have been ships, or vehicles. Twisted frameworks and hole-blasted panelling worn by exposure and covered in snow still stood as the bones the fallen. The area was so far degraded and forgotten that picking anything like a side or a line was impossible... It stretched on, though; miles of flat but pock-marked battlefield turned ancient graveyard, frozen and buried.

Minutes of wind and snow followed, before movement ahead of him alerted mach to some other living presence. Another Megalian, seemingly alone as it drifted through the air, cross-ways to Mach, but now bending to meet his trajectory. The dull glow of its aura reflected on exposed metal down below, and other things began to move. Far below, to his right, a sheet of metal slid aside to reveal a small den that had housed another of those peculiar octopus viruses; this octovian slipped out and climbed the small hill it was on to look up at Mach. Directly ahead of him, on the ground, a bright light shone upwards for a moment, before being met with a matching silvery glow, and a twinned pair of Solarite and Lunaroid lifted up from the snow; each had a good deal of scarring across them, and the Solarite had a jagged piece of metal embedded in its body, but if they'd been dormant before, they no longer were.

More movement below; clattering of steel and cracking ice gave rise to two long rusted and dilapidated Shivaults, slowly pulling themselves up from the forgotten wreckages on the ground below. Each one took time, one by one, calling in and unearthing arms one at a time from the battlefield around it, until both had recalled a battery of six floating battering rams. A series of flashing lights, starting one at a time and going through test sequences that were familiar to Mach as a Satellite virus, also clocked his view of the field that was presenting itself to him. It seemed he wasn't quite so fortunate in the air this time around.

Finally, just at the edge of his field of view, off to the left on a small rise, he caught sight of what looked very much like an old, old Swordy. It hovered, looking over the battlefield with an impassive stance, its sword held ready, but not pointed at anything in particular as it surveyed. The virus had a very battered helmet, with signs of scuffing and repaired damage, and while the other viruses woke up and began making aggressive postures towards the newcomer that had disturbed them, this one only watched and stayed still where it was, giving no acknowledgement to Mach at all.


-=Viruses=-
Satellite3Satellite3 (Satellite)

Area: Netopia, Sharo, NAXA

HP: 300
Primary Attack Damage/Effect: Trap(Enemy in Targeting Cursor) + Seeking: Movement (High-Alt) + Dodge + Lock-On + Nullify Invis
Primary Attack Accuracy: C
Primary Attack Description: Generates a targeting cursor that sweeps back and forth across the field, looking for a target. The cursor ignores decoys, objects, illusions, and invisibility. If the cursor intersects with an actual enemy, Lock-On is achieved, and the virus launches itself into the sky at High Altitude.
Secondary Attack Attack Damage/Effect: (15 Null + Seeking + Enhanced Accuracy) x 10 Shots
Secondary Attack Attack Accuracy: A
Secondary Attack Attack Description: When Lock-On is achieved, this virus fires a barrage of 10 highly accurate shots at its chosen target before landing in its original position. Accuracy debuffs on the Satellite while using this attack are reduced in severity by one rank.
Element: Null
Possible Rewards (Per Virus): Lock-On3, Zenny
Special: Immobile outside of its primary attack.
Special: This virus will repeat its primary attack until it finds a target, after which it will be able to use its secondary attack once. When it changes targets, either of its own volition or its current target's death, or uses its Secondary Attack and lands in its original position, it must repeat its primary attack until it finds a new target.
Notes: Triggering invisibility or an illusion, or moving the Satellite forcefully after Lock-On is achieved does not allow a target to escape Lock-On. Lock-On is a shift in the Satellite's state, not a status inflicted on its target, and thus cannot be removed.
: 300Hp [Snow][1 o'clock, over one movement out]
OctovianOctovian (Octon)

Octon are fairly large viruses, but instead of using that bulk for direct attacks, they contain a huge amount of elemental energy. They utilize this by forming balloons from their mouth capable of absorbing their chosen element. This does use up a lot of energy, so no more than one balloon per virus can be active at any one time. The balloon itself has an odd homing property, in that as long as it's within sight, it will always try to remain between its creator and the target.

Area: Sharo

HP: 320
Primary Attack Damage/Effect: 150 Fire + (Damage Absorbed) + Blast 3
Primary Attack Accuracy: A
Primary Attack Description: Creates a large balloon with angry eyes that floats toward an opponent. When it hits something, it explodes. It will reach its target the turn after it is created.
Secondary Attack Damage/Effect: Wind Type + Knockback
Secondary Attack Accuracy: A
Secondary Attack Description: If its own balloon is blown back at it, the virus can blow on it to move it back towards its originally intended target.
Element: Aqua
Possible Rewards (Per Virus): HeatBalloon, Zenny
- Special: Immobile.
- Special: The balloon is treated as a Fire element object with infinite HP, and the Light, OmniShoes, and HeatBody properties. If hit by an Aqua elemental attack, it is instantly destroyed regardless of damage with no explosion. If hit by a non-Fire attack with Impact or Slashing, the balloon instantly explodes, but the triggering attack's damage is not added.
- Special: Damage Absorbed: All damage the balloon takes is added to its attack damage.
- Special: While active, the balloon has a 50% chance of blocking any long ranged attack directed at the Octovian that created it, regardless of whether it would have hit or not. Melee attacks are unaffected.
- Special: This virus will ONLY use its secondary attack on a balloon that has been redirected back at it.
: 320Hp [Snow][11 o'clock, within one movement]
ShivaultShivault (Ashuraid)

The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.

Area: Sharo, NAXA

HP: 260
Primary Attack Damage/Effect: 25 Null + Impact + Break x 3 Fists
Primary Attack Accuracy: B
Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
Secondary Attack Damage/Effect: Counter vs Damage: 25 Null + Impact + Break x 2 Hits
Secondary Attack Accuracy: S (Block) / B (Counter)
Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
Tertiary Attack Damage/Effect: 25 Null + Impact + Break + LifeSword Range x 2 Attacks
Tertiary Attack Accuracy: B
Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
Element: Null
Possible Rewards (Per Virus): MeteorKnuckle3, Counter3, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
A: 260Hp [Snow][7 o'clock, over one movement back][HardCase]
ShivaultShivault (Ashuraid)

The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.

Area: Sharo, NAXA

HP: 260
Primary Attack Damage/Effect: 25 Null + Impact + Break x 3 Fists
Primary Attack Accuracy: B
Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
Secondary Attack Damage/Effect: Counter vs Damage: 25 Null + Impact + Break x 2 Hits
Secondary Attack Accuracy: S (Block) / B (Counter)
Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
Tertiary Attack Damage/Effect: 25 Null + Impact + Break + LifeSword Range x 2 Attacks
Tertiary Attack Accuracy: B
Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
Element: Null
Possible Rewards (Per Virus): MeteorKnuckle3, Counter3, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
B: 260Hp [Snow][3 o'clock, within one movement][HardCase]
Swordy-A3Swordy-A3 (Swordy-A)

Area: Yoka, Sharo

HP: 240
Primary Attack Damage/Effect: 75 Aqua + Long Range Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: When this virus is 2 panels away from the target, or its enemies are 2-deep, it will attack with Aqua Blade.
Secondary Attack Damage/Effect: 50 Aqua + Wide Range Attack + Slashing
Secondary Attack Accuracy: B
Secondary Attack Description: When this virus is standing directly adjacent to its target, or diagonally from it, it will attack with Aqua Sword.
Element: Aqua
Possible Rewards (Per Virus): AquaBlade, Zenny
Special: Swordy-A's are immune to Freeze Status.
Special: Uses Area Grab to get into attack range.
Special: Can use the NorthWind battlechip attack at will instead of attacking normally.
: 240Hp [Normal][2 o'clock, over one movement out]
Megalian-A3Megalian-A3 (Megalian-A)

All Megalian-A viruses are equipped with Omnishoes, and fight from the air. This virus type will spend an Action Dodging, and then Attack the following Action. If there are more than one Megalian (family does not matter) the viruses will work together, alternating their attack Actions or attacking as a group (mod's discretion). When attacking, both the head and the base can be damaged separately (if the Aura protecting the base has been destroyed).

Area: Beach, Sharo

HP: 250
Attack Damage/Effect: 120 Aqua + Break + Piercing + Group attack.
Attack Accuracy: B (special)
Attack Description: Lines up with a target and launches its head at the enemy. Accuracy decreases with each hit.
Element: Aqua
Possible Rewards (Per Virus): AuraHead3, Barrier200, Zenny
Special: Omnishoes: capable of free flight.
- Dodges every other Action. Attacks when not dodging.
- Has a 120HP Aqua Aura (Pierced and destroyed by Elec attacks).
- Can be attacked while head is extended.
: 250Hp [High Altitude][12 o'clock, within one movement][120Hp AquaAura]
Solarite3Solarite3 (Solarite)

A reddish space rock with a diameter of around two feet, that is always giving off a soft glow. Solarite NEVER appears without an accompanying Lunaroid. Multiple Solarite may appear, but there will also be multiple Lunaroid with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 200
Attack Damage/Effect: 60 Null + Recover 30 x 3 Targets
Attack Accuracy: A
Attack Description: Launches solar energy at 3 targets. For every non-object target it successfully hits, it heals 30 HP.
Element: Fire
Possible Rewards (Per Virus): SunFlare3, Zenny
Special: OmniShoes
Special: Codependent: If its paired Lunaroid is deleted, it will check for any unpaired Lunaroid. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: 200Hp [Snow][12 o'clock, over one movement out]
Lunaroid3Lunaroid3 (Lunaroid)

A bluish space rock with a diameter of around two feet, that is always giving off a soft glow. Lunaroid NEVER appears without an accompanying Solarite. Multiple Lunaroid may appear, but there will also be multiple Solarite with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 200
Attack Damage/Effect: 60 Null + Beam Attack
Attack Accuracy: A
Attack Description: Launches lunar energy at a target with laser intensity.
Element: Aqua
Possible Rewards (Per Virus): MoonRay3, Zenny
Special: OmniShoes
Special: Codependent: If its paired Solarite is deleted, it will check for any unpaired Solarite. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: 200Hp [Ice][12 o'clock, over one movement out]

-=Navis=-
Machman.Exe: 640Hp [High Altitude]

-=Terrain=-
70% Snow
  • Non-Aqua Elementals get -10% Evasion and reduced movement speed.
  • Wind attacks: +100% Source Damage. Imbue Aqua if Null. Change terrain hit to Ice for 1 turn after turn hit, then back to Snow.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Fire attacks: Change terrain hit to Ice, generate Frosty Mist: -10% Accuracy for Non-Aqua Elementals, +10% evasion against Non-Aqua Elementals, Freeze1 effect for any Aqua or Wind attacks.
  • PanelShot: Imbue Aqua + Freeze1.

20% Ice
  • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Elec attacks: +100% Source Damage.
  • Fire attacks: Change terrain hit to Sea.
  • PanelShot: Imbue Aqua + Freeze1.

10% Normal
  • No effects.


-=Battle 4, Start!=-
The sight of an old, forgotten battlefield evoked memories of battles-past in the Navi as he sliced through the air.  The dogfight against the Varius flying battleship, the melee against the twin "mutant Swordy" Bladias on said battleship's landing pad, followed by the desperate, death-in-an-instant duel against the Reaper Virus.  They were the toughest foes he'd fought to that point, but it now felt like it happened a lifetime ago.  He briefly wondered how he'd fare against those enemies now, but the sudden appearance of multiple viral signatures brought him back to the here and now; he had plenty of foes to fight.  He handn't quite entirely flown into an ambush, with only a single Shivault roughly behind him, but he was definitely in a shooting gallery.  

The familiar, nearly transparent blue dome of his energy shields materialized in front of his frame while the Navi demanded chips to immediately strike the first blow.  " WaterLine3Damage: 180 + Ground Attack + Wide Attack
Accuracy: B
Description: A wall of water gushes from the ground, drowning up to 3 targets.
Duration: Once
Element: Aqua
Trader Rank: B
, 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
, TankCannon3Damage: 160 / 160 + Blast 2
Accuracy: A / C
Description: An enormous cannon whose ammunition can be altered to either a single high accuracy shot, or a low accuracy shot that can explode to hit several enemies.
Duration: Once
Element: Null
Special: Dual Mode: This chip has two separate modes of operation. The user may pick which one they wish to use at the time of activation.
Trader Rank: B
, 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
!"
he ordered gruffly.  In case the viruses used the opportunity to shoot first, his thrust vectoring paddles and ruddervators all angled upwards to rapidly swing his fuselage-shaped upper torso armor so it pointed skyward, then began to spin on his vertical axis in a nearly-stalling roll.  It would've first looked like he was attempting to climb, but the rapid change in his angle of attack instead made his entire body act like an airbrake, so instead of climbing, he would've lost altitude even before his "nose" started to roll to the right.  He intended to use this maneuver to throw off the aim of the myriad of aggressors around him, especially those that attempted to lead their shots.  As he spun through the air, two perfect copies of the Navi appeared to have been "thrown" away as if from centrifugal force.

After making a full rotation and continuing on, albeit at a greatly reduced speed, he activated the first uploaded chip while his twin decoys split off to harrass one Shivault respectively.  Suddenly his right forearm and hand transformed into a familiar weapon; a single-barreled launcher with a quartet of cylindrical containers that sprouted from the launcher's breech and splayed outwards in an X formation.  However, the cylinders glowed a cool, pale blue instead of a vigorous orange.  He pointed the weapon ahead and between the Solarite/Lunaroid pair and the Satellite as the former likely attempted to lock on to him.  In the brief couple seconds it took for him to refine his aim, the glow appeared to drain out of the cylinders into the barrel, followed by the shrill howl of the single rocket that burst forth from the barrel.  Its single rocket motor spewed blue flame as it streaked towards the ground ahead and impacted with a muffled thud thanks to the snow.  The impact was initially uneventful, but a half-second later a wide swath of the battlefield seemed to explode as a large geyser of water erupted from the ground beneath the three targeted viruses.

While the viruses were potentially getting a brutally powerful and frigid soaking, Mach swung his right arm out to his side and jettisoned the launcher from his elbow.  The weapon tumbled through the air before it rapidly disintegrated, while his default forearm and hand simultaneously reformed in its normal place.  Both arms folded up and flush with the undersides of his engine nacelles, just as their engines blasted an ear-splitting roar and twin 20' cones of flame to send the Navi blasting off not unlike the rocket he'd just recently launched.  He went transonic in what seemed to be the blink of an eye, but continued to pour on the speed as he careened towards the advancing Megalian.  While the terrain below was briefly stretched and distorted by the rapid acceleration and high speeds, his target just got easier and easier to spot.  His ruddervators and legs twitched and moved with mechanical precision to angle himself towards the Aura-wreathed virus, but could just as easily go full-deflection to cause him to suddenly juke to the left or right in an attempt to avoid the very likely counterattacks being hurled his way.

After attempting to blast through the Megalian's position like a supersonic, roughly man-shaped projectile, he continued on his roughly straight path towards the celestial body-inspired viruses that floated below.  The dive, no matter how shallow, only helped him pour on the speed and cause the battering ram-like veil of hyperpressurized air to become ever more dense.  He intended to use said conical spear of shockwaves and pressurized air to rocket past (and hopefully through) the orbiting viruses in an attempt to reduce them to little more than viral gravel.  Meanwhile, his decoys weaved amongst the frost-covered wrecks and craters as they "assaulted" the multi-limbed Shivaults in an attempt to draw their attention and fists away from their master while he continued his assault.

He couldn't maintain his dash indefinitely as the chip's strength was rapidly depleted, and he flashed his thrust reversers in full afterburner several times to get back to a manageable speed for his next attack.  His right forearm and hand again reformatted into a large, single-barreled cannon, but this one looked as if it was torn from the tracked chassis of a main battle tank; the blocky "turret" was fastened to his upper arm, which sprouted the long smoothbore cannon barrel.  Mach had dealt with the Satellites before, and knew its highly accurate, rapid-fire barrage needed to be prevented and/or silenced for the sake of the majority of his defenses.  While the Swordy was an equally well-known and dangerous enemy, its intial positioning and actions seemed off, at least enough to not immediately prioritize the Swordy at the top of his hit list.  He swung the large weapon into position, either towards the ground or up to the sky depending on the virus's attack posture, and laid his crosshairs directly between its rotating solar panels.  He fired the cannon with a thundering boom as it belched fire and smoke; the recoil, even while mitigated slightly by the entire barrel assembly recessed back several inches into its turret-like housing, still caused a rough jolt through his body as the breech spat out a single large brass shell casing.

Mach discarded the cannon just like its shell casing, it popped from his arm to allow him to immediately throw his body into a wide barrel roll in an attempt to shake off enemy locks and avoid whatever beams, slashes, headbutts, rocket fists, or miscellaneous blasts thrown his way.  " AirRaid2HP: 100
Properties: Normal, Omnishoes, Mobile
Object Damage: 50 + Impact
Damage Method: Telekinesis
Gun Attack Damage: 10 x 15 Shots
Accuracy: A
Description: Summons a fighter plane to strafe your enemies.
Duration: 3 turns or Until destroyed
Element: Null
Trader Rank: C
too,"
he grunted as he pulled out of the roll and returned to wings-level.  Thanks to Mach's affinity for flight and rapid maneuvers, he didn't inadvertently confuse himself as his "up" rapidly became "down" and then "up" again in that quick aerobatic maneuver.  He intended to deal a significant blow to the enemy, but knew at best he would've only taken out a couple enemies, and the rest would be gunning for him.  He activated his ElementTrap chip to bring some elemental karmic payback to an enemy that tried to fire back, and tried to better his odds by even briefly increasing the number of allies on the field.

In a sudden flurry of data, an aircraft materialized just off Mach's right side, shaped roughly like his upper torso armor albeit at a smaller scale and sans torso/limbs.  The FighterPlane received its orders via direct command from its flight lead, then snapped into a sharp bank before it quickly peeled away to reposition itself into a strafing run.  Its target was the Lunaroid, and it didn't waste time lining the large virus up in its sights so it could bring its twin guns to bear.  Shortly after initiating its gun run, both cannons barked feverishly as it sent over a dozen rounds down range in an attempt to perforate (rather than simply crater) the Lunaroid.  It completed its strafing run quickly, then pulled up into a climbing turn to regain precious altitude and reposition itself to set up another attack.


[ACTIONS: Passive Haste, Accuracy Enhancement, Status Cure, Dodge x2, Decoy x2]
Spoiler
1. Heavy Shielding: MachMan (5-hit Shield + 3TCD)
-Dodge- [+Scramble]
2. WaterLine3Damage: 180 + Ground Attack + Wide Attack
Accuracy: B
Description: A wall of water gushes from the ground, drowning up to 3 targets.
Duration: Once
Element: Aqua
Trader Rank: B
Solarite3, Lunaroid3, Satellite3
3. 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
Megalian-A3, Solarite3, Lunaroid3 [+Overclock]
4. TankCannon3Damage: 160 / 160 + Blast 2
Accuracy: A / C
Description: An enormous cannon whose ammunition can be altered to either a single high accuracy shot, or a low accuracy shot that can explode to hit several enemies.
Duration: Once
Element: Null
Special: Dual Mode: This chip has two separate modes of operation. The user may pick which one they wish to use at the time of activation.
Trader Rank: B
Satellite3
-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. AirRaid2HP: 100
Properties: Normal, Omnishoes, Mobile
Object Damage: 50 + Impact
Damage Method: Telekinesis
Gun Attack Damage: 10 x 15 Shots
Accuracy: A
Description: Summons a fighter plane to strafe your enemies.
Duration: 3 turns or Until destroyed
Element: Null
Trader Rank: C

- AirRaid2HP: 100
Properties: Normal, Omnishoes, Mobile
Object Damage: 50 + Impact
Damage Method: Telekinesis
Gun Attack Damage: 10 x 15 Shots
Accuracy: A
Description: Summons a fighter plane to strafe your enemies.
Duration: 3 turns or Until destroyed
Element: Null
Trader Rank: C
:  Attack Lunaroid3-
DecoyA:  Harass/draw fire from Shivault A
DecoyB:  Harass/draw fire from Shivault B
With a nasty looking array of anti-air capable viruses unearthing themselves from the wreckage, Mach acted quickly, raising his shields and preparing evasive action right away. Despite his crafty efforts, The satellite's scanning beam still managed to case him at the turn of his manoeuvre, not fooled by the decoys that flew out to either sides. More lights began to come on and steam rose from beneath the high-tech virus.

The Octovian had reached the top of its hill and drew a deep breath of frigid Sharo air, only to exhale a very familiar angry-eyed balloon that drifted menacingly up towards Mach, though it had to fight the wind to keep itself between the navi and the octopus virus. Further to the sides, Mach's decoys were moving to engage the two battered Shivaults, though the pair wheeled back slightly and tilted, surveying as much of the field as they could. Each scanned over the three MachMen currently on their battlefield and launched a barrage of rocket fists, one targeting each figure. Some of them missed their targets, and Mach himself dodged the only one that seemed on target to hit him, but both of his clones weren't as fortunate, becoming compromised during the hail of metal-fist projectiles.

Still, they'd served their purpose for now, and Mach had his sights on other targets below, lining up the two circling viruses and the Satellite as it ran through its launch cycle. Unfortunately, Mach's attack wasn't quite quick enough to catch the Satellite before it took off, but the water column that erupted was well aimed to deal with the Solar and Lunar viruses well enough. Even as the attack bore down on them, however, the Lunar virus glowed with silvery light and sent a slim lance of burning white light back up towards Mach; It took the full brunt of Mach's attack for its trouble, but by the same token, Mach was forced to weather the searing beam on his shields, which suffered multiple layers of damage from the bolt. More annoying, while its partner had been firing, the sun virus, complete with broken pieces of metal sticking out of its form and signs of long-aged battle damage, had circled around, weaving a graceful arc that carried it out of the way of Mach's attack.

From below, and to the side, the lone Swordy watched the new wave of fighting begin in earnest, though it hadn't moved from its hill top vigil. Its helmet turned up towards Mach slowly, and equally slowly it raised its word to a ready guard... though it still hadn't moved.

Mach pushed his assault. The Satellite was attaining a stable position and beginning to turn its firing chambers over towards him, the bright lock emblazoned across his back still, but the war-scarred navigator was still focused on some of the more dangerous targets, and this time he was able to line up the pesky Megalian along with his next charge at the Solar and Lunar viruses. unfortunately, even as he made the line clearly and committed to his rush, the Megalian swerved back around, ending up above Mach as he blasted towards ground level. Mach himself struck the Solaraite with force, though this time it was the Lunar one that spun away on an evasive arc, while the sun took the hit and began to glow a soft orange.

Even as Mach had made his attack run, the tracer fire from the satellite had harassed him, scoring after his position as keenly as it was able to; it turned out to be keener than Mach would have like, in fact, as the small repeating barrage stripped off the rest of his external shielding and began to do the navi himself a small amount of damage. The Megalian tried to follow after, launching its head down towards him as well, but it wasn't nearly as accurate as the Satellite had been. Its head retracted sheepishly again, while the former settled back to the snow to cool down and begin scanning once more.

Mach wasn't inclined to give it more time to find a new lock and blasted it at close range with a heavy canon round; not quite enough to destroy the virus, unfortunately. These old war-scarred things seemed fittingly sturdy, compared to softer tiered viruses he'd fought. Mach was able to avoid the scanner's target lock this time, but as he moved out of its path, the soft orange glow of the sun virus reached its peak and launched a heat beam that struck Mach from one of his back angles. There was a sense of energy being drained and of a part of the bolt reflexively returning back along the line to the virus; some of the cracks he'd given it earlier began to scar over with roughly replaced material. The Lunarite gave a delicate chime and glowed in response, though taking meaning from it would be hard.

The Swordy watched. Its helmet turned back and forth slowly as though something was plaguing it and though it held its sword raised and firm there was slight rocking and shaking in the rest of what passed for its body.

As Mach controlled his speed and turned, the mechanical Shivaults zeroed in on him. The moment of slowing was a moment too much, as the pair launched another barrage of long ranged fists all at Mach himself this time. It was only six fists, he would catch in a quick glance; each of them was holding three of their limbs in a defensive position and had only attacked with three, but it was still a troublesome assault between the two of them. All out of extra mobility for the moment, Mach found himself weathering several of the strikes as they hammered into him with alarming force.

The sun and moon viruses were still active, but Mach didn't want to give them another chance at a shot. The Lunarite was beginning to wax its silvery glow again, but reinforcements arrived for mach just in the nick of time, and his assisting air raid summon mowed it down with a barrage of tracer shots that was more than enough to finish off the more damaged of the two. As the Lunarite crashed to the ground and expired, the Solarite beside it gave off a sound that was something like cracking glass and the screech of metal scraping on stone, before the orange glow burst into a furiously raging red light. Licks of fire began to escape from the scars in its body and several of the pieces of embedded metal detritus began to visibly melt, running down its front face in rivulets of molten steel. It prepared to fire a wrathful blast of flame at Mach, but the navi countered swiftly, answering its fire with a searing back-blast of his own, more than enough to send the remaining virus to join its partner.

The battle continued in earnest, with neither side slowing, but off to the side, the battered-looking Swordy still held its ground. The sword shook for a moment, while a sound like some virally scrambled cry escaped the inside of its helmet, only to be torn away by the relentless Sharo winds.

-=Viruses=-
Satellite3Satellite3 (Satellite)

Area: Netopia, Sharo, NAXA

HP: 300
Primary Attack Damage/Effect: Trap(Enemy in Targeting Cursor) + Seeking: Movement (High-Alt) + Dodge + Lock-On + Nullify Invis
Primary Attack Accuracy: C
Primary Attack Description: Generates a targeting cursor that sweeps back and forth across the field, looking for a target. The cursor ignores decoys, objects, illusions, and invisibility. If the cursor intersects with an actual enemy, Lock-On is achieved, and the virus launches itself into the sky at High Altitude.
Secondary Attack Attack Damage/Effect: (15 Null + Seeking + Enhanced Accuracy) x 10 Shots
Secondary Attack Attack Accuracy: A
Secondary Attack Attack Description: When Lock-On is achieved, this virus fires a barrage of 10 highly accurate shots at its chosen target before landing in its original position. Accuracy debuffs on the Satellite while using this attack are reduced in severity by one rank.
Element: Null
Possible Rewards (Per Virus): Lock-On3, Zenny
Special: Immobile outside of its primary attack.
Special: This virus will repeat its primary attack until it finds a target, after which it will be able to use its secondary attack once. When it changes targets, either of its own volition or its current target's death, or uses its Secondary Attack and lands in its original position, it must repeat its primary attack until it finds a new target.
Notes: Triggering invisibility or an illusion, or moving the Satellite forcefully after Lock-On is achieved does not allow a target to escape Lock-On. Lock-On is a shift in the Satellite's state, not a status inflicted on its target, and thus cannot be removed.
: 140Hp [Snow][Just behind and to Mach's left]
OctovianOctovian (Octon)

Octon are fairly large viruses, but instead of using that bulk for direct attacks, they contain a huge amount of elemental energy. They utilize this by forming balloons from their mouth capable of absorbing their chosen element. This does use up a lot of energy, so no more than one balloon per virus can be active at any one time. The balloon itself has an odd homing property, in that as long as it's within sight, it will always try to remain between its creator and the target.

Area: Sharo

HP: 320
Primary Attack Damage/Effect: 150 Fire + (Damage Absorbed) + Blast 3
Primary Attack Accuracy: A
Primary Attack Description: Creates a large balloon with angry eyes that floats toward an opponent. When it hits something, it explodes. It will reach its target the turn after it is created.
Secondary Attack Damage/Effect: Wind Type + Knockback
Secondary Attack Accuracy: A
Secondary Attack Description: If its own balloon is blown back at it, the virus can blow on it to move it back towards its originally intended target.
Element: Aqua
Possible Rewards (Per Virus): HeatBalloon, Zenny
- Special: Immobile.
- Special: The balloon is treated as a Fire element object with infinite HP, and the Light, OmniShoes, and HeatBody properties. If hit by an Aqua elemental attack, it is instantly destroyed regardless of damage with no explosion. If hit by a non-Fire attack with Impact or Slashing, the balloon instantly explodes, but the triggering attack's damage is not added.
- Special: Damage Absorbed: All damage the balloon takes is added to its attack damage.
- Special: While active, the balloon has a 50% chance of blocking any long ranged attack directed at the Octovian that created it, regardless of whether it would have hit or not. Melee attacks are unaffected.
- Special: This virus will ONLY use its secondary attack on a balloon that has been redirected back at it.
: 320Hp [Snow][Ahead of Mach's perspective, to his right]
ShivaultShivault (Ashuraid)

The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.

Area: Sharo, NAXA

HP: 260
Primary Attack Damage/Effect: 25 Null + Impact + Break x 3 Fists
Primary Attack Accuracy: B
Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
Secondary Attack Damage/Effect: Counter vs Damage: 25 Null + Impact + Break x 2 Hits
Secondary Attack Accuracy: S (Block) / B (Counter)
Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
Tertiary Attack Damage/Effect: 25 Null + Impact + Break + LifeSword Range x 2 Attacks
Tertiary Attack Accuracy: B
Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
Element: Null
Possible Rewards (Per Virus): MeteorKnuckle3, Counter3, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
A: 260Hp [Snow][Now at Mach's one][HardCase]
ShivaultShivault (Ashuraid)

The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.

Area: Sharo, NAXA

HP: 260
Primary Attack Damage/Effect: 25 Null + Impact + Break x 3 Fists
Primary Attack Accuracy: B
Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
Secondary Attack Damage/Effect: Counter vs Damage: 25 Null + Impact + Break x 2 Hits
Secondary Attack Accuracy: S (Block) / B (Counter)
Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
Tertiary Attack Damage/Effect: 25 Null + Impact + Break + LifeSword Range x 2 Attacks
Tertiary Attack Accuracy: B
Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
Element: Null
Possible Rewards (Per Virus): MeteorKnuckle3, Counter3, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
B: 260Hp [Snow][Now at Mach's nine][HardCase]
Swordy-A3Swordy-A3 (Swordy-A)

Area: Yoka, Sharo

HP: 240
Primary Attack Damage/Effect: 75 Aqua + Long Range Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: When this virus is 2 panels away from the target, or its enemies are 2-deep, it will attack with Aqua Blade.
Secondary Attack Damage/Effect: 50 Aqua + Wide Range Attack + Slashing
Secondary Attack Accuracy: B
Secondary Attack Description: When this virus is standing directly adjacent to its target, or diagonally from it, it will attack with Aqua Sword.
Element: Aqua
Possible Rewards (Per Virus): AquaBlade, Zenny
Special: Swordy-A's are immune to Freeze Status.
Special: Uses Area Grab to get into attack range.
Special: Can use the NorthWind battlechip attack at will instead of attacking normally.
: 240Hp [Normal][Exactly where it was]
Megalian-A3Megalian-A3 (Megalian-A)

All Megalian-A viruses are equipped with Omnishoes, and fight from the air. This virus type will spend an Action Dodging, and then Attack the following Action. If there are more than one Megalian (family does not matter) the viruses will work together, alternating their attack Actions or attacking as a group (mod's discretion). When attacking, both the head and the base can be damaged separately (if the Aura protecting the base has been destroyed).

Area: Beach, Sharo

HP: 250
Attack Damage/Effect: 120 Aqua + Break + Piercing + Group attack.
Attack Accuracy: B (special)
Attack Description: Lines up with a target and launches its head at the enemy. Accuracy decreases with each hit.
Element: Aqua
Possible Rewards (Per Virus): AuraHead3, Barrier200, Zenny
Special: Omnishoes: capable of free flight.
- Dodges every other Action. Attacks when not dodging.
- Has a 120HP Aqua Aura (Pierced and destroyed by Elec attacks).
- Can be attacked while head is extended.
: 250Hp [High Altitude][Directly above Mach][120Hp AquaAura]
Solarite3Solarite3 (Solarite)

A reddish space rock with a diameter of around two feet, that is always giving off a soft glow. Solarite NEVER appears without an accompanying Lunaroid. Multiple Solarite may appear, but there will also be multiple Lunaroid with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 200
Attack Damage/Effect: 60 Null + Recover 30 x 3 Targets
Attack Accuracy: A
Attack Description: Launches solar energy at 3 targets. For every non-object target it successfully hits, it heals 30 HP.
Element: Fire
Possible Rewards (Per Virus): SunFlare3, Zenny
Special: OmniShoes
Special: Codependent: If its paired Lunaroid is deleted, it will check for any unpaired Lunaroid. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: DELETED
Lunaroid3Lunaroid3 (Lunaroid)

A bluish space rock with a diameter of around two feet, that is always giving off a soft glow. Lunaroid NEVER appears without an accompanying Solarite. Multiple Lunaroid may appear, but there will also be multiple Solarite with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 200
Attack Damage/Effect: 60 Null + Beam Attack
Attack Accuracy: A
Attack Description: Launches lunar energy at a target with laser intensity.
Element: Aqua
Possible Rewards (Per Virus): MoonRay3, Zenny
Special: OmniShoes
Special: Codependent: If its paired Solarite is deleted, it will check for any unpaired Solarite. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: DELETED

-=Navis=-
Machman.Exe: 535Hp [Over Snow]

-=Terrain=-
70% Snow
  • Non-Aqua Elementals get -10% Evasion and reduced movement speed.
  • Wind attacks: +100% Source Damage. Imbue Aqua if Null. Change terrain hit to Ice for 1 turn after turn hit, then back to Snow.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Fire attacks: Change terrain hit to Ice, generate Frosty Mist: -10% Accuracy for Non-Aqua Elementals, +10% evasion against Non-Aqua Elementals, Freeze1 effect for any Aqua or Wind attacks.
  • PanelShot: Imbue Aqua + Freeze1.

15% Ice
  • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Elec attacks: +100% Source Damage.
  • Fire attacks: Change terrain hit to Sea.
  • PanelShot: Imbue Aqua + Freeze1.

15% Normal
  • No effects.


-=Objects=-

AirRaid: 100Hp [High Altitude][Ally of Mach]

Angry Balloon!: ??? [Between Mach and Octovian]
Undeterred by his defenses having been stripped, the flying Navi continued to maneuver and "respawned" his two doppelganger flightmates. "Need the CrossGunDamage: 140 + Spread 4
Accuracy: A
Description: A gun whose shot penetrates enemies to hit up to four enemies diagonally from it, as if forming a X shape.
Duration: Once
Element: Null
Trader Rank: A
, Invis2Effect: Invisibility
Accuracy: S
Description: Grants the user invisibility. This reduces the chance of being hit by non-Seeking attacks by 50%, but the user will also be susceptible to Area of Effect attacks.
Duration: 2 turns
Element: Null
Trader Rank: C
, StepSwordDamage: 120 + Slashing + Wide Attack + Teleport
Accuracy: S for primary target, A for additional targets.
Description: The user warps in front of an enemy, then swings with a strong sword. Can hit up to 3 targets with good RP. Rare
Duration: Once.
Element: Null
Special: Teleport: When RP Quality is excellent, this attack also counts as a free dodge.
Trader Rank: C
, and BigHammer2Damage: 220 + Impact + Break
Accuracy: B
Description: Summons a giant metal hammer to utterly crush one enemy that stands before you.
Duration: Once
Element: Null
Trader Rank: C
ASAP," he demanded before his twin decoys peeled off to chase down the Megalian. Mach kept up the speed as he burned through the sky, but kept his lone eye focused on the Satellite; he had to take it down quickly, or it would continue to tear through any defense he could muster.

Mach received the notification that Mazer had quickly uploaded the first requested chip, which was promptly followed by Mach's right forearm and hand transforming into the now-familiar launcher, complete with its "X" shape arrangement of data cylinders near its base. He pointed the launcher towards the Satellite, regardless if its position and firing status. Once he got a solid firing solution on the mechanical virus, a single rocket burst forth from the launcher with a loud *ker-shoom* sound. The rocket's motors spewed a quartet of small tongues of flame diagonally outwards, sending the rocket and its high-fragmentation warhead streaking towards the Satellite. If it managed to hit something, the rocket detonated with a powerful explosion which sent flames and white-hot shrapnel out in all 4 cardinal directions, which briefly painted a smokey black cross over the snow or in the air above the old battlefield.

After firing the high-explosive rocket, Mach immediately tumbled away in a descending barrel roll and activated his Invis chip. If his previous attack was successful, he would've removed the only virus capable of detecting him even after his angular form rapidly faded into the background. Mere moments later, Mach's body became perfectly transparent, as he intended to make up for his lack of available shielding with briefly increased evasive abilities. His next target was the Octovian, with its annoyingly sturdy build and equally annoying persistent balloon attacks. Thankfully he had the chips to deal with it in short order.

While still hopefully under the cover of invisibility, Mach teleported away, only to instantly relocate behind the Octovian and announce his arrival with a pair of impossibly fast slashes with an unseen blade. The Navi knew the albeit impressive attack wouldn't be quite enough to bring down the Octovian, so he brought a "backup" weapon, which manifested as a massive (and entirely transparent) hammer with a long handle gripped tightly in his left hand. His twin sword strikes were fast and flashy compared to his unceremoneously straight-forward overhead swing of the pillar-like hammer, in an attempt to bring down the virus with a brutal smash over the head.

Meanwhile, the decoys attempted to intercept the Megalian with the intent of drawing its attention away from its master and the FighterPlane that was still orbiting and awaiting orders for another attack run. They were initially very aggressive and dive-bombed the virus, but once it started to engage, the targeted decoy attempted to "flee" in an attempt to convince the virus to give chase, while its counterpart tried to maneuver itself to the virus's six o'clock.

After delivering his melee-ranged bludgeoning, he dropped still-invisible and rapidly-fragmenting hammer before he boosted backwards; he expected the attack and/or sudden demise of the Octavian would clue in the others of his position, and he didn't want to be nearby if the Octavian's balloon chose that moment to explode. [" MeteorKnuckle2Damage: 40 + Impact + Break + Knockback + Variable Targeting x 3 Fists
Accuracy: B
Description: Launches a triple rocket punch. Each fist targets separately.
Duration: Once
Element: Null
Variable Targeting: Allows the user to select a target for each individual hit of an attack. This means they may strike the same target multiple times, multiple different targets, or a mix of the two as they wish.
Trader Rank: C
, KnightHP: 100
Properties: Normal, IronBody
Object Damage: 100 + Impact
Damage Method: Telekinesis, Knockback, Throw
Attack Damage: 100 + Impact + Splash 2
Accuracy: B
Description: Summons a chess piece to stomp your enemies. Attacks once a turn. Rare
Duration: 3 turns, or until destroyed.
Element: Null
Special: IronBody: Only Break attacks will damage it.
Trader Rank: B
"] Mach ordered next over their direct line instead of saying aloud, to avoid giving his position away even more. After the first of the two chips was uploaded, Mach pointed his right fist in the general direction towards the two multi-armed Shivaults. Though still possibly unseen, his right forearm and fist suddenly multiplied so he had three identical limbs, all arranged in a triangular bundle like missiles on a wing-mounted hardpoint.

Mach's eye jumped from one Shivault to the other to confirm their positions and determine each fist's destination. A moment later, the three fists launched from his forearm one after other as they were "ripple fired" towards the Shivaults. The first and third fists arced towards one Shivault, while the second zoomed towards its comrade. They didn't pack much of a punch (pun wholeheartedly intended) but Mach didn't expect any knock out blows, just enough to break their guard and sow confusion in an attempt to open them up for what came next.

The FighterPlane, which had been ordered into a standby orbit by Mach, received another order while the Navi engaged with his rocket-propelled fists. It banked hard to line itself up with one of the Shivaults, but didn't fire until two of the three fists broke through the multi-armed virus's guard or went wide and impacted the snowy terrain nearby. Once it saw that signal, it opened up with its twin cannons and spewed over a dozen high-velocity rounds at the virus. Even after being subjected by a strafing run, Mach didn't let up on the targeted Shivault.

A second or so after the last round either hit home or further cratered the ground and the FighterPlane peeled off to reposition itself, a shadow would've fallen over the Shivault's position, cast by the massive, darkened Knight chess piece that hurtled down from the sky. The angular horse-headed bust slammed into the ground like an anvil; it caused the ground to shudder from creating yet another crater on the already heavily-scarred battlefield. After the proverbial dust settled, the towering chess piece rotated in place, so its glowing ruby eyes ominously glared at the other Shivault almost as if saying "you're next."

ACTIONS: Passive Haste, Accuracy Enhancement, Status Cure, Dodge x2, Decoy x2

-Scramble Movement: climb to High Altitude and get a good angle on Satellite3 [+Overclock]-
1. CrossGunDamage: 140 + Spread 4
Accuracy: A
Description: A gun whose shot penetrates enemies to hit up to four enemies diagonally from it, as if forming a X shape.
Duration: Once
Element: Null
Trader Rank: A
Satellite3
-Dodge- [+Scramble]
2. Invis2Effect: Invisibility
Accuracy: S
Description: Grants the user invisibility. This reduces the chance of being hit by non-Seeking attacks by 50%, but the user will also be susceptible to Area of Effect attacks.
Duration: 2 turns
Element: Null
Trader Rank: C

3. StepSwordDamage: 120 + Slashing + Wide Attack + Teleport
Accuracy: S for primary target, A for additional targets.
Description: The user warps in front of an enemy, then swings with a strong sword. Can hit up to 3 targets with good RP. Rare
Duration: Once.
Element: Null
Special: Teleport: When RP Quality is excellent, this attack also counts as a free dodge.
Trader Rank: C
Octovian
4. BigHammer2Damage: 220 + Impact + Break
Accuracy: B
Description: Summons a giant metal hammer to utterly crush one enemy that stands before you.
Duration: Once
Element: Null
Trader Rank: C
Octovian
-Scramble Feint: put more distance between self and Angry Balloon!-
5. MeteorKnuckle2Damage: 40 + Impact + Break + Knockback + Variable Targeting x 3 Fists
Accuracy: B
Description: Launches a triple rocket punch. Each fist targets separately.
Duration: Once
Element: Null
Variable Targeting: Allows the user to select a target for each individual hit of an attack. This means they may strike the same target multiple times, multiple different targets, or a mix of the two as they wish.
Trader Rank: C
Shivault A (1 hit), Shivault B (2 hits)
- AirRaid2HP: 100
Properties: Normal, Omnishoes, Mobile
Object Damage: 50 + Impact
Damage Method: Telekinesis
Gun Attack Damage: 10 x 15 Shots
Accuracy: A
Description: Summons a fighter plane to strafe your enemies.
Duration: 3 turns or Until destroyed
Element: Null
Trader Rank: C
: Attack Shivault B-
-Dodge- [+Scramble]
6. KnightHP: 100
Properties: Normal, IronBody
Object Damage: 100 + Impact
Damage Method: Telekinesis, Knockback, Throw
Attack Damage: 100 + Impact + Splash 2
Accuracy: B
Description: Summons a chess piece to stomp your enemies. Attacks once a turn. Rare
Duration: 3 turns, or until destroyed.
Element: Null
Special: IronBody: Only Break attacks will damage it.
Trader Rank: B

- KnightHP: 100
Properties: Normal, IronBody
Object Damage: 100 + Impact
Damage Method: Telekinesis, Knockback, Throw
Attack Damage: 100 + Impact + Splash 2
Accuracy: B
Description: Summons a chess piece to stomp your enemies. Attacks once a turn. Rare
Duration: 3 turns, or until destroyed.
Element: Null
Special: IronBody: Only Break attacks will damage it.
Trader Rank: B
: Attack Shivault B-

DecoyA: chase down and harrass Megalian-A3
DecoyB: chase down and harrass Megalian-A3
With the wind blowing flecks of ice and snow against his form, Mach redoubled his efforts... or rather, re-tripled them, sending off his deceptive clones to harass the Megalian above him while he focused on the more dangerous foes. As he manoeuvred, the Satellite spread out a fresh search beam, seeking him, but Mach was able, just barely, to stay clear of the extent of the sweeping scan, while above, the Meglian seemed wholly caught up in the foes directly coming for it. It launched its head as the pair crossed over, and it seemed to strike both figures in a moment that they were close to one another, leaving neither behind. Too late, the virus realised it had been duped again.

Meanwhile, Mach took his line on the Satellite and fired. The blast was enough to destroy the mechanical virus before it could get a lock on him, and the lines of fire that spread out from the initial impact scorched across the battlefield. The Otovian had a brief moment of wide-eyes shock, before scrunching itself up to one side and allowing the secondary stage of the attack to wing by it. Close one.

On the edges of the battle-scarred valley, the two Shivaults were focused on Mach again; they had briefly tried to track his decoys as well, but with only one target in sight now, they launched another volley of heavy fists towards Mach alone. Mach himself was aware of the ranged snipers, however, and ever-nimble in the air he managed to weave around most of the attacks that came his way. Of the six fists, only one from each virus actually managed to connect with him, though even the individual blows had some power to them.

He had only just finished avoiding this assault from many sides, when the massive balloon with its equally massive and comically bushy eyebrows loomed far closer to him that was comfortable. It swelled and pulsed briefly, and Mach had just enough to to scramble away as it detonated. Racing the explosion wave, he was fortunate enough to outpace it by no more than the thickness of his paint job, the intense heat scorching at his back, before he feigned a tumble and faded from sight. Below, however, he could see the Octovian inhale and inflate a fresh balloon almost immediately. Even though Mach was quite invisible, the balloon started to drift upwards, vaguely towards him in a way that obscured the Octovian itself from his sight.

Mach had an easy solution for this however and warped, unseen, to a spot just behind the virus where he could cut into it with a decisive slash. The virus tried to flatten itself low at the last moment, as though sensing the incoming blade, but it wasn't quick enough to dodge Mach's strike. The cut spun it about and it looked, unable to see what had attacked it. It was still wearing the same confused, slightly dopey expression when Mach's hammer slammed down onto it, crushing the virus in a splatter of overly gooey viral remnants.

Far off, the Swordy on the hill moaned as its hands shook and its sword trembled. The groaning sound was dampened by the wind, but it was a little clearer now, and it certainly seemed far more like anguish than rage.

Mach had bigger problems; the balloon hadn't stopped when its virus died, and it had turned in place to locate Mach again. When it turned back to him, the face on the balloon had changed, from eyebrow-augmented anger to something approaching a wide-eyed, zealous fury. It was still just a cartoonishly painted on image on the surface of the balloon, of course, but it had definitely changed. Mach moved away from it. Probably wise.

His attention turned next to the Shivaults, who were rapidly rolling back away from the middle of the conflict, to gain themselves some more range. They hadn't pulled back far enough to outpace Mach's own returned rocket fists, however, and though his aim wasn't quite perfect, one fist still manged to strike each of the constructs, ripping apart their hard outer casing and rendering them more vulnerable to further attacks. He might also be satisfied by the way his own fists clattered though the defending set of arms each Shivault had been holding up, scattering them without retaliation. Mach's ally dived on one of the two a moment later, laying in a heavy barrage of machine fire at the exposed underworkings of the virus, while Mach summoned a second support piece to the field. The two viruses seemed to have a vague idea of where their real target was, and they launched another hail of rocket fists up into the air in Mach's general direction. Between his cloaked form and his own easy movements in the air, however, none of the six projectiles managed to make contact. The Megalian tried again as well, probing at the same rough area with its head, but to no avail.

On the ground, the knight leap up, then crashed down again, nearly crushing one of the two rolling viruses. It survived, though only barely, with sparks and smoke rising from its badly rent frame. On the hill, the cries of the Swordy grew louder and harsher as it began to strike its blade against the ground, repeatedly, and sometimes the hilt against its own helmet.

-=Viruses=-
Satellite3Satellite3 (Satellite)

Area: Netopia, Sharo, NAXA

HP: 300
Primary Attack Damage/Effect: Trap(Enemy in Targeting Cursor) + Seeking: Movement (High-Alt) + Dodge + Lock-On + Nullify Invis
Primary Attack Accuracy: C
Primary Attack Description: Generates a targeting cursor that sweeps back and forth across the field, looking for a target. The cursor ignores decoys, objects, illusions, and invisibility. If the cursor intersects with an actual enemy, Lock-On is achieved, and the virus launches itself into the sky at High Altitude.
Secondary Attack Attack Damage/Effect: (15 Null + Seeking + Enhanced Accuracy) x 10 Shots
Secondary Attack Attack Accuracy: A
Secondary Attack Attack Description: When Lock-On is achieved, this virus fires a barrage of 10 highly accurate shots at its chosen target before landing in its original position. Accuracy debuffs on the Satellite while using this attack are reduced in severity by one rank.
Element: Null
Possible Rewards (Per Virus): Lock-On3, Zenny
Special: Immobile outside of its primary attack.
Special: This virus will repeat its primary attack until it finds a target, after which it will be able to use its secondary attack once. When it changes targets, either of its own volition or its current target's death, or uses its Secondary Attack and lands in its original position, it must repeat its primary attack until it finds a new target.
Notes: Triggering invisibility or an illusion, or moving the Satellite forcefully after Lock-On is achieved does not allow a target to escape Lock-On. Lock-On is a shift in the Satellite's state, not a status inflicted on its target, and thus cannot be removed.
: DELETED
OctovianOctovian (Octon)

Octon are fairly large viruses, but instead of using that bulk for direct attacks, they contain a huge amount of elemental energy. They utilize this by forming balloons from their mouth capable of absorbing their chosen element. This does use up a lot of energy, so no more than one balloon per virus can be active at any one time. The balloon itself has an odd homing property, in that as long as it's within sight, it will always try to remain between its creator and the target.

Area: Sharo

HP: 320
Primary Attack Damage/Effect: 150 Fire + (Damage Absorbed) + Blast 3
Primary Attack Accuracy: A
Primary Attack Description: Creates a large balloon with angry eyes that floats toward an opponent. When it hits something, it explodes. It will reach its target the turn after it is created.
Secondary Attack Damage/Effect: Wind Type + Knockback
Secondary Attack Accuracy: A
Secondary Attack Description: If its own balloon is blown back at it, the virus can blow on it to move it back towards its originally intended target.
Element: Aqua
Possible Rewards (Per Virus): HeatBalloon, Zenny
- Special: Immobile.
- Special: The balloon is treated as a Fire element object with infinite HP, and the Light, OmniShoes, and HeatBody properties. If hit by an Aqua elemental attack, it is instantly destroyed regardless of damage with no explosion. If hit by a non-Fire attack with Impact or Slashing, the balloon instantly explodes, but the triggering attack's damage is not added.
- Special: Damage Absorbed: All damage the balloon takes is added to its attack damage.
- Special: While active, the balloon has a 50% chance of blocking any long ranged attack directed at the Octovian that created it, regardless of whether it would have hit or not. Melee attacks are unaffected.
- Special: This virus will ONLY use its secondary attack on a balloon that has been redirected back at it.
: DELETED
ShivaultShivault (Ashuraid)

The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.

Area: Sharo, NAXA

HP: 260
Primary Attack Damage/Effect: 25 Null + Impact + Break x 3 Fists
Primary Attack Accuracy: B
Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
Secondary Attack Damage/Effect: Counter vs Damage: 25 Null + Impact + Break x 2 Hits
Secondary Attack Accuracy: S (Block) / B (Counter)
Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
Tertiary Attack Damage/Effect: 25 Null + Impact + Break + LifeSword Range x 2 Attacks
Tertiary Attack Accuracy: B
Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
Element: Null
Possible Rewards (Per Virus): MeteorKnuckle3, Counter3, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
A: 220Hp [Snow][More than 1 movement away from Mach]
ShivaultShivault (Ashuraid)

The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.

Area: Sharo, NAXA

HP: 260
Primary Attack Damage/Effect: 25 Null + Impact + Break x 3 Fists
Primary Attack Accuracy: B
Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
Secondary Attack Damage/Effect: Counter vs Damage: 25 Null + Impact + Break x 2 Hits
Secondary Attack Accuracy: S (Block) / B (Counter)
Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
Tertiary Attack Damage/Effect: 25 Null + Impact + Break + LifeSword Range x 2 Attacks
Tertiary Attack Accuracy: B
Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
Element: Null
Possible Rewards (Per Virus): MeteorKnuckle3, Counter3, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
B: 30Hp [Snow][More than 1 movement away from mach, more than 2 from Shivault A]
Swordy-A3Swordy-A3 (Swordy-A)

Area: Yoka, Sharo

HP: 240
Primary Attack Damage/Effect: 75 Aqua + Long Range Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: When this virus is 2 panels away from the target, or its enemies are 2-deep, it will attack with Aqua Blade.
Secondary Attack Damage/Effect: 50 Aqua + Wide Range Attack + Slashing
Secondary Attack Accuracy: B
Secondary Attack Description: When this virus is standing directly adjacent to its target, or diagonally from it, it will attack with Aqua Sword.
Element: Aqua
Possible Rewards (Per Virus): AquaBlade, Zenny
Special: Swordy-A's are immune to Freeze Status.
Special: Uses Area Grab to get into attack range.
Special: Can use the NorthWind battlechip attack at will instead of attacking normally.
: 240Hp [Normal][Exactly where it was]
Megalian-A3Megalian-A3 (Megalian-A)

All Megalian-A viruses are equipped with Omnishoes, and fight from the air. This virus type will spend an Action Dodging, and then Attack the following Action. If there are more than one Megalian (family does not matter) the viruses will work together, alternating their attack Actions or attacking as a group (mod's discretion). When attacking, both the head and the base can be damaged separately (if the Aura protecting the base has been destroyed).

Area: Beach, Sharo

HP: 250
Attack Damage/Effect: 120 Aqua + Break + Piercing + Group attack.
Attack Accuracy: B (special)
Attack Description: Lines up with a target and launches its head at the enemy. Accuracy decreases with each hit.
Element: Aqua
Possible Rewards (Per Virus): AuraHead3, Barrier200, Zenny
Special: Omnishoes: capable of free flight.
- Dodges every other Action. Attacks when not dodging.
- Has a 120HP Aqua Aura (Pierced and destroyed by Elec attacks).
- Can be attacked while head is extended.
: 250Hp [High Altitude][120Hp AquaAura]
Solarite3Solarite3 (Solarite)

A reddish space rock with a diameter of around two feet, that is always giving off a soft glow. Solarite NEVER appears without an accompanying Lunaroid. Multiple Solarite may appear, but there will also be multiple Lunaroid with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 200
Attack Damage/Effect: 60 Null + Recover 30 x 3 Targets
Attack Accuracy: A
Attack Description: Launches solar energy at 3 targets. For every non-object target it successfully hits, it heals 30 HP.
Element: Fire
Possible Rewards (Per Virus): SunFlare3, Zenny
Special: OmniShoes
Special: Codependent: If its paired Lunaroid is deleted, it will check for any unpaired Lunaroid. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: DELETED
Lunaroid3Lunaroid3 (Lunaroid)

A bluish space rock with a diameter of around two feet, that is always giving off a soft glow. Lunaroid NEVER appears without an accompanying Solarite. Multiple Lunaroid may appear, but there will also be multiple Solarite with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 200
Attack Damage/Effect: 60 Null + Beam Attack
Attack Accuracy: A
Attack Description: Launches lunar energy at a target with laser intensity.
Element: Aqua
Possible Rewards (Per Virus): MoonRay3, Zenny
Special: OmniShoes
Special: Codependent: If its paired Solarite is deleted, it will check for any unpaired Solarite. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: DELETED

-=Navis=-
Machman.Exe: 485Hp [High Altitude]

-=Terrain=-
70% Snow
  • Non-Aqua Elementals get -10% Evasion and reduced movement speed.
  • Wind attacks: +100% Source Damage. Imbue Aqua if Null. Change terrain hit to Ice for 1 turn after turn hit, then back to Snow.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Fire attacks: Change terrain hit to Ice, generate Frosty Mist: -10% Accuracy for Non-Aqua Elementals, +10% evasion against Non-Aqua Elementals, Freeze1 effect for any Aqua or Wind attacks.
  • PanelShot: Imbue Aqua + Freeze1.

15% Ice
  • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Elec attacks: +100% Source Damage.
  • Fire attacks: Change terrain hit to Sea.
  • PanelShot: Imbue Aqua + Freeze1.

15% Normal
  • No effects.


-=Objects=-

AirRaid: 100Hp [High Altitude][Ally of Mach]
Knight: 100Hp [Next to Shivault B][Ally of Mach]

Angry Balloon!: ??? [Between Mach and Octovian]
((Turn Splice))

The towering, armored chess piece made good on it's wordless threat towards the other Shivault; it rocketed into the air as if driven skyward by massive internal piston. Instead of gliding through the air as if held by an invisible hand, the thing flew like a colossal mortar round in a high arc, then slammed into the ground with such force, it briefly obscured its impact point with a cloud of kicked up snow and debris. As the cloud cleared, its angular equine ears and piercing red eyes were the first to appear.

[" 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
and DashAttack3Damage: 150 + 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: B
next,"]
the Navi grumbled over their voice line to his NetOp, who continued to have chips at the ready. With the two additional allies on the field the Navi's workload was slightly lessened, but it appeared MachMan wasn't content with his Knight and FighterPlane with doing all the heavy lifting.

Meanwhile, the aforementioned FighterPlane silently acknowledged its newest attack order, and went wings level as it started its gun run on the other Shivault. Its twin guns opened up, spewing flame and smoke along with the dozen-plus bullets towards the multi-armed virus. The rounds glowed like tracers as they streaked through the air towards their target. Regardless of their accuracy, some of the rounds ricocheted after impact and flew off in many different directions, albeit with not enough speed to cause any damage to the armored combatants.

First there was the booming crash, followed by the rattle of automatic gunfire, then a thunderclap; a white-hot bolt of electricity leapt from the Navi's still invisible fuselage. The bolt tore through the air in a bee-line towards the hopefully lightly-pulverized Shivault, in an attempt to bring the multi-limbed virus down with a fatal dose of high voltage and a shower of sparks. If it managed to strike its target, the bolt arced from the Shivault and ripped skyward towards the flying Megalian virus, with the intent of tearing through its barrier to deliver a painful, albeit non-fatal jolt before arcing back down to the ground. If the second Shivault managed to survive the barrage of bullets from the FighterPlane, it would've found itself at or near ground-zero of an imminent lightning strike.

Mach brought the lightning, so it was time for the thunder. He activated the second uploaded chip and slammed his throttles forward, instantly piling the Gs on. Although not seen, he was certainly heard thanks to the thundering roar of his twin turbojets with afterburners burning with perfectly transparent flame. His limbs and control surfaces shuddered under the aerodynamic stress to angle himself on a collision course with the Megalian. A pair of sonic booms rocked the frost-covered battlefield as Mach easily smashed through the sound barrier, creating the battering ram-like veil of compressed air that would allow the speedy Navi to careen into the virus without suffering grievous damage himself.

Though no one else would be able to see it, Mach then activated his SCRAM Boost to immediately teleport after he blasted through the Megalian's position, only to reappear slightly above and behind the virus. He was then pointing directly towards the Megalian, and didn't seem to lose a kgm/s of momentum; he blasted forward like a rocket from a launcher in an attempt to inflict a second and fatal blow to airborne virus.

Even if everything worked out precisely as planned, there would still be one more virus left on the field. A virus that exhibited strange but passive behavior. These viruses were showing... strange behaviors. One literally built a house during battle, and this one seemed to be psyching itself up? Crying out in anguish? Finally Mach's natural curiosity drilled through his scar-covered shell; he felt compelled to find out why.

ACTIONS: Passive Haste, Accuracy Enhancement, Status Cure, Dodge x2, Decoy x2
- KnightHP: 100
Properties: Normal, IronBody
Object Damage: 100 + Impact
Damage Method: Telekinesis, Knockback, Throw
Attack Damage: 100 + Impact + Splash 2
Accuracy: B
Description: Summons a chess piece to stomp your enemies. Attacks once a turn. Rare
Duration: 3 turns, or until destroyed.
Element: Null
Special: IronBody: Only Break attacks will damage it.
Trader Rank: B
: Attack Shivault A-
- AirRaid2HP: 100
Properties: Normal, Omnishoes, Mobile
Object Damage: 50 + Impact
Damage Method: Telekinesis
Gun Attack Damage: 10 x 15 Shots
Accuracy: A
Description: Summons a fighter plane to strafe your enemies.
Duration: 3 turns or Until destroyed
Element: Null
Trader Rank: C
: Attack Shivault B-
-Scramble Movement: put more distance between self and Angry Balloon-
1. 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
Shivault A, Megalian-A3, Shivault B
2. DashAttack3Damage: 150 + 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: B
Megalian-A3 [+Overclock]
3. SCRAM Boost: Teleport behind Megalian-A3 mid- DashAttack3Damage: 150 + 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: B
to hit again (Teleport +2TCD)

((1x Scramble Feint remaining))
Still invisible to the remaining foes in the area, Mach made his plans above while the remaining viruses seemed to turn their attention to the foes that they could still see. His knight launched itself across the battlefield, travelling far further than was strictly legal for a knight to move, to land with a rending crash by the other retreating Shivault. As the snow cloud cleared, however, and it searching red eyes shone through, the looming figure of the badly damaged virus arched back, then swung its fists around at the chess piece, crushing it into dust under the shattering impact of a close-range pummelling. The heavy metal fists clanged together as they met between broken pieces of statue.

The other one had twisted to scan the sky and set its sights on the fighter plane that was arcing about for an attack run. as the plan swooped on it, guns chattering, the virus launched a trio of fists. the cross-fire cost them both, and though some bullets pinged ineffectively off the in-bound arms, more made it through to their target. Each fist struck the plane in turn, first damaging it, then knocking it into a crashing spiral. With its last once of control, however, the plane made the best of its trajectory, crashing directly down into the Shivault in a final kamikaze that left nothing behind on either side, save for scrap and broken data. On the hill, the Swordy cried out, beating the flat of its blade against its own helmet as it watched this.

Mach, meanwhile, moved his invisible form rapidly away from the balloon that was still following his position. He was quick enough, however, that when it began to throb a few moments later, the following roar of detonation didn't reach him. The sky was nevertheless filled with another broad explosion of fire, but with the Octovian dealt with, it would likely be the last.

His summons were down for the count, but Mach was still on the offence and he attempted to strike with another fierce lighting bolt. The chip had a dubious track record so far, for Mach but this time it struck down cleanly and obliterated the remaining Shivault before it could take any further action. the bolt leapt skyward again, zapping towards the Megalian that was still trying to search, with some futility, for the navi on the battlefield. It saw the bolt coming, however, and curved away from it; the lighting arced away into the sky and out of sight. Even as it dodged this bolt, however, Mach was watching, and it ended up exactly where he needed it to be to strike with his powered up dash attack. An aptly timed teleport brought him through the same position twice in succession ,and though it was exceptionally difficult to keep everything on track throug the transition, Mach managed it well enough to score both decisive blows to the virus.

Despite the clean hits, the sturdy virus clung on, badly damaged and wobbling in the sky, but alive, just barely. The smallest strike would finish it, but for now it continued to turn about, seeking more urgently for the invisible navi's location. It seemed somewhat dazed and confused by the two cross-cutting blows that had struck it, with no attacker in sight.

-=Viruses=-
Satellite3Satellite3 (Satellite)

Area: Netopia, Sharo, NAXA

HP: 300
Primary Attack Damage/Effect: Trap(Enemy in Targeting Cursor) + Seeking: Movement (High-Alt) + Dodge + Lock-On + Nullify Invis
Primary Attack Accuracy: C
Primary Attack Description: Generates a targeting cursor that sweeps back and forth across the field, looking for a target. The cursor ignores decoys, objects, illusions, and invisibility. If the cursor intersects with an actual enemy, Lock-On is achieved, and the virus launches itself into the sky at High Altitude.
Secondary Attack Attack Damage/Effect: (15 Null + Seeking + Enhanced Accuracy) x 10 Shots
Secondary Attack Attack Accuracy: A
Secondary Attack Attack Description: When Lock-On is achieved, this virus fires a barrage of 10 highly accurate shots at its chosen target before landing in its original position. Accuracy debuffs on the Satellite while using this attack are reduced in severity by one rank.
Element: Null
Possible Rewards (Per Virus): Lock-On3, Zenny
Special: Immobile outside of its primary attack.
Special: This virus will repeat its primary attack until it finds a target, after which it will be able to use its secondary attack once. When it changes targets, either of its own volition or its current target's death, or uses its Secondary Attack and lands in its original position, it must repeat its primary attack until it finds a new target.
Notes: Triggering invisibility or an illusion, or moving the Satellite forcefully after Lock-On is achieved does not allow a target to escape Lock-On. Lock-On is a shift in the Satellite's state, not a status inflicted on its target, and thus cannot be removed.
: DELETED
OctovianOctovian (Octon)

Octon are fairly large viruses, but instead of using that bulk for direct attacks, they contain a huge amount of elemental energy. They utilize this by forming balloons from their mouth capable of absorbing their chosen element. This does use up a lot of energy, so no more than one balloon per virus can be active at any one time. The balloon itself has an odd homing property, in that as long as it's within sight, it will always try to remain between its creator and the target.

Area: Sharo

HP: 320
Primary Attack Damage/Effect: 150 Fire + (Damage Absorbed) + Blast 3
Primary Attack Accuracy: A
Primary Attack Description: Creates a large balloon with angry eyes that floats toward an opponent. When it hits something, it explodes. It will reach its target the turn after it is created.
Secondary Attack Damage/Effect: Wind Type + Knockback
Secondary Attack Accuracy: A
Secondary Attack Description: If its own balloon is blown back at it, the virus can blow on it to move it back towards its originally intended target.
Element: Aqua
Possible Rewards (Per Virus): HeatBalloon, Zenny
- Special: Immobile.
- Special: The balloon is treated as a Fire element object with infinite HP, and the Light, OmniShoes, and HeatBody properties. If hit by an Aqua elemental attack, it is instantly destroyed regardless of damage with no explosion. If hit by a non-Fire attack with Impact or Slashing, the balloon instantly explodes, but the triggering attack's damage is not added.
- Special: Damage Absorbed: All damage the balloon takes is added to its attack damage.
- Special: While active, the balloon has a 50% chance of blocking any long ranged attack directed at the Octovian that created it, regardless of whether it would have hit or not. Melee attacks are unaffected.
- Special: This virus will ONLY use its secondary attack on a balloon that has been redirected back at it.
: DELETED
ShivaultShivault (Ashuraid)

The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.

Area: Sharo, NAXA

HP: 260
Primary Attack Damage/Effect: 25 Null + Impact + Break x 3 Fists
Primary Attack Accuracy: B
Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
Secondary Attack Damage/Effect: Counter vs Damage: 25 Null + Impact + Break x 2 Hits
Secondary Attack Accuracy: S (Block) / B (Counter)
Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
Tertiary Attack Damage/Effect: 25 Null + Impact + Break + LifeSword Range x 2 Attacks
Tertiary Attack Accuracy: B
Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
Element: Null
Possible Rewards (Per Virus): MeteorKnuckle3, Counter3, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
A: DELETED
ShivaultShivault (Ashuraid)

The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.

Area: Sharo, NAXA

HP: 260
Primary Attack Damage/Effect: 25 Null + Impact + Break x 3 Fists
Primary Attack Accuracy: B
Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
Secondary Attack Damage/Effect: Counter vs Damage: 25 Null + Impact + Break x 2 Hits
Secondary Attack Accuracy: S (Block) / B (Counter)
Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
Tertiary Attack Damage/Effect: 25 Null + Impact + Break + LifeSword Range x 2 Attacks
Tertiary Attack Accuracy: B
Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
Element: Null
Possible Rewards (Per Virus): MeteorKnuckle3, Counter3, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
B: DELETED
Swordy-A3Swordy-A3 (Swordy-A)

Area: Yoka, Sharo

HP: 240
Primary Attack Damage/Effect: 75 Aqua + Long Range Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: When this virus is 2 panels away from the target, or its enemies are 2-deep, it will attack with Aqua Blade.
Secondary Attack Damage/Effect: 50 Aqua + Wide Range Attack + Slashing
Secondary Attack Accuracy: B
Secondary Attack Description: When this virus is standing directly adjacent to its target, or diagonally from it, it will attack with Aqua Sword.
Element: Aqua
Possible Rewards (Per Virus): AquaBlade, Zenny
Special: Swordy-A's are immune to Freeze Status.
Special: Uses Area Grab to get into attack range.
Special: Can use the NorthWind battlechip attack at will instead of attacking normally.
: 240Hp [Normal][Exactly where it was]
Megalian-A3Megalian-A3 (Megalian-A)

All Megalian-A viruses are equipped with Omnishoes, and fight from the air. This virus type will spend an Action Dodging, and then Attack the following Action. If there are more than one Megalian (family does not matter) the viruses will work together, alternating their attack Actions or attacking as a group (mod's discretion). When attacking, both the head and the base can be damaged separately (if the Aura protecting the base has been destroyed).

Area: Beach, Sharo

HP: 250
Attack Damage/Effect: 120 Aqua + Break + Piercing + Group attack.
Attack Accuracy: B (special)
Attack Description: Lines up with a target and launches its head at the enemy. Accuracy decreases with each hit.
Element: Aqua
Possible Rewards (Per Virus): AuraHead3, Barrier200, Zenny
Special: Omnishoes: capable of free flight.
- Dodges every other Action. Attacks when not dodging.
- Has a 120HP Aqua Aura (Pierced and destroyed by Elec attacks).
- Can be attacked while head is extended.
: 10Hp [High Altitude]
Solarite3Solarite3 (Solarite)

A reddish space rock with a diameter of around two feet, that is always giving off a soft glow. Solarite NEVER appears without an accompanying Lunaroid. Multiple Solarite may appear, but there will also be multiple Lunaroid with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 200
Attack Damage/Effect: 60 Null + Recover 30 x 3 Targets
Attack Accuracy: A
Attack Description: Launches solar energy at 3 targets. For every non-object target it successfully hits, it heals 30 HP.
Element: Fire
Possible Rewards (Per Virus): SunFlare3, Zenny
Special: OmniShoes
Special: Codependent: If its paired Lunaroid is deleted, it will check for any unpaired Lunaroid. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: DELETED
Lunaroid3Lunaroid3 (Lunaroid)

A bluish space rock with a diameter of around two feet, that is always giving off a soft glow. Lunaroid NEVER appears without an accompanying Solarite. Multiple Lunaroid may appear, but there will also be multiple Solarite with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 200
Attack Damage/Effect: 60 Null + Beam Attack
Attack Accuracy: A
Attack Description: Launches lunar energy at a target with laser intensity.
Element: Aqua
Possible Rewards (Per Virus): MoonRay3, Zenny
Special: OmniShoes
Special: Codependent: If its paired Solarite is deleted, it will check for any unpaired Solarite. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: DELETED

-=Navis=-
Machman.Exe: 485Hp [High Altitude][Invisible (last turn)]

-=Terrain=-
70% Snow
  • Non-Aqua Elementals get -10% Evasion and reduced movement speed.
  • Wind attacks: +100% Source Damage. Imbue Aqua if Null. Change terrain hit to Ice for 1 turn after turn hit, then back to Snow.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Fire attacks: Change terrain hit to Ice, generate Frosty Mist: -10% Accuracy for Non-Aqua Elementals, +10% evasion against Non-Aqua Elementals, Freeze1 effect for any Aqua or Wind attacks.
  • PanelShot: Imbue Aqua + Freeze1.

15% Ice
  • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Elec attacks: +100% Source Damage.
  • Fire attacks: Change terrain hit to Sea.
  • PanelShot: Imbue Aqua + Freeze1.

15% Normal
  • No effects.


-=Objects=-

AirRaid: DELETED
Knight: DELETED

Angry Balloon!: DETONATED

-=Mach has 3 Actions Remaining=-
Mach's still transparent form twisted in the air to face the heavily damaged Megalian, and his right arm swung outwards to point directly towards his target. Visible only to him, his hand folded away to expose his buster's rectangular muzzle while a "scope" of sorts slid upwards from his forearm. As soon as it clicked into place, his view of the Megalian suddenly became slightly magnified and significantly clearer. There were no other viruses hiding under the cover of stealth, at least to his knowledge, so the scope didn't provide much help. Regardless, he lined up his cross-hairs on the apparently dazed virus before firing twice in quick succession. The shots were barely heard above the howling winds, and the near obsidian-black flechettes were merely a blur as they darted through the air with the intent of finally shooting down his bounty.

With the Megalian hopefully down for the count, he could focus on the oddly-behaving Swordy. However, just in case the Megalian survived or said Swordy finally had enough and tried to turn the tables, Mach pitched back into a tumbling back flip to lose a significant amount of altitude. ["Have the HawkCut3Damage: 50 + Consecutive Strike + Slashing x 3 hits
Accuracy: B
Description: Performs a flashy 3-hit sword strike. Gets stronger with each hit, but it's very easy for the timing to be thrown off and fail.
Duration: Once
Element: Null
Special: Consecutive Strike: This attack's power increases by 10 with each consecutive successful hit. This stacks with other HawkCut series chips, including DeltaRayEdge. This chip immediately ends upon missing, and the power boost is reset to 0.
Trader Rank: B
, SonicBoomDamage: 120 + Slashing + Wide Attack + Shot Eraser
Accuracy: B
Description: The user gains a rounded arrow shaped sword which can be slashed to create a sonic boom with wide range, like a ranged WideSword. Can hit up to 3 targets with good RP. Rare
Duration: Once.
Element: Null
Special: Shot Eraser: It is possible for this attack to nullify projectile attacks equivalent to this chip's attack damage or less that cross it's path. RP quality must be excellent for this advanced feature to function.
Trader Rank: A
, and Counter2Damage: (1-Hit I-Field) + (Counter(110 + Impact + Break): On-Hit)
Accuracy: S Block, A Return
Description: Defends against one attack, teleports to enemy, and strikes with Gutpunch. Impacting. Breaking.
Duration: Once
Element: Null
Special: I-Field is pierced by Impact, Counter is negated by Impact.
Special: Status Guard: This chip blocks debuffs.
Trader Rank: C
chips ready,"]
the Navi cautioned his NetOp in the brief pause it took for him to access the Invis2Effect: Invisibility
Accuracy: S
Description: Grants the user invisibility. This reduces the chance of being hit by non-Seeking attacks by 50%, but the user will also be susceptible to Area of Effect attacks.
Duration: 2 turns
Element: Null
Trader Rank: C
chip's status and force it to deactivate earlier than normal.

Intro Theme
As MachMan's angular frame started to come back into view; however, his normally dark blue armor instead appeared in mostly green-trimmed brushed aluminum with some purple stripes. His canopy was equally covered brushed aluminum plating, which remained situated between his large engine nacelles that beyond the color scheme were mostly unchanged, save for the extra set of ruddervators and an odd-looking slotted ring near the back of each nacelle. His arms and legs followed the same color scheme as the rest of his body, and while his arms seemed to have the same shape as before, his legs appeared slightly more sturdy and one could see cleat-like studs protruding from the bottoms of his feet.


His color scheme was striking enough, but just in case the Swordy needed another visual clue to shift its attention, streaks of cyan flame erupted out from the now rotating rings over each of his engine nacelles, and after a very brief spin-up period said streaks melded into disks like a pair of glowing propellers. Additionally, two small energy projectors clicked out from the back of his right hand and quickly turned on. After a brief flicker, a glowing cyan outline of a 3-foot blade burned from his hand. He then pointed his forearm and hand vertically briefly, followed by swinging it down and to his side, as if announcing a duel.

He believed he was now in the Swordy's reach, and wanted to see what the virus would do. He wasn't entirely sure if was a foe, but he'd "put the ball in it's court," how it reacted would decide what happened next. That said, he anticipated his appearance wouldn't go without a response, and was sufficiently prepared. It wasn't the first time he'd tangled with a Swordy; if it moved to attack, it would do so not unlike Mach himself: warp in and attack as quickly as possible.

With that knowledge in mind, he awaited the Swordy's assault. If it decided to make the first move, he would use his primed engines to try jetting himself just out of the virus's blade path, while using the momentum to immediately counter with a slash of his own. If the virus continued to press the attack, he would've briefly switched to a more defensive strategy and tried to duck or weave out of the way, attempting to buy time for Mazer to upload the requested chips. With those in "hand," he'd have the tools to effectively switch back to full attack; he no longer had the numbers advantage thanks to his Knight and FighterPlane falling in combat, but he still had plenty of weapons left to grind the virus to dust.


ACTIONS: Passive Haste, Accuracy Enhancement, Status Cure, Dodge x2, Decoy x2
4. Buster Attack: Megalian-A3 (50dmg + Seeking)
5. Buster Attack: Megalian-A3 (50dmg + Seeking)
-Scramble Feint: Move closer to ground level-
-Deactivate Invis2Effect: Invisibility
Accuracy: S
Description: Grants the user invisibility. This reduces the chance of being hit by non-Seeking attacks by 50%, but the user will also be susceptible to Area of Effect attacks.
Duration: 2 turns
Element: Null
Trader Rank: C
-
6. Activate RheaCross_Lvl1 (Null/Sword) [P: Lunge | A: Riposte]
-Passive Dodge- [+Riposte]
-Passive Dodge- [+Scramble]
Reforming his arm into his buster, MachMan dispatched the dazed Megalian with two near-silent shots, and it released a deep rumble before crumbling into pieces. While the snow raged on, MachMan then approached the Swordy that had been acting quite oddly for a while now. When he revealed his new green-purple paint job and wielded his gleaming blade, the Swordy halted what it had been doing for the past minute or so, and stared at the strange warrior in front of it. It mumbled something under its breath in its viral skitter, as it raised its sword--and attempted to turn its blade upon itself. Again and again, the blue flame of its sword swirled about as it grazed the virus's armor, to no effect. Its muttered cries, barely audible just before, became louder and louder, though unintelligible to Mach as he stood at the ready. However, it seemed like the PET's automatic translator was actively attempting to parse it. It failed every time, but the brief error that it spat out seemed to be consistent every time, though really quite unhelpful: "¬1 1 ... ¬1 ⊕ 1".

Eventually, the Swordy noted that its actions seemed to have no effect, and stopped swinging at itself. Looking back up at Mach's ready pose in front of it, it lowered its sword back to its side. It then immediately warped up in front of him, sword raised at the ready for a downwards strike. However, the actual slash seemed rather delayed compared to the speed of the warp, and MachMan easily propelled himself to the side with a quick slash to counter the attack. His cyan sword scored against the Swordy's armor, leaving a large mark across it. It then turned slowly towards the Navi, and raised its sword slowly once more, repeating its previous attack exactly, in an even slower slash. MachMan's evasive measures seemed largely overblown now, but even as the Swordy's second attack missed, it raised its blade again, in the exact same pose.

-=Viruses=-
Satellite3Satellite3 (Satellite)

Area: Netopia, Sharo, NAXA

HP: 300
Primary Attack Damage/Effect: Trap(Enemy in Targeting Cursor) + Seeking: Movement (High-Alt) + Dodge + Lock-On + Nullify Invis
Primary Attack Accuracy: C
Primary Attack Description: Generates a targeting cursor that sweeps back and forth across the field, looking for a target. The cursor ignores decoys, objects, illusions, and invisibility. If the cursor intersects with an actual enemy, Lock-On is achieved, and the virus launches itself into the sky at High Altitude.
Secondary Attack Attack Damage/Effect: (15 Null + Seeking + Enhanced Accuracy) x 10 Shots
Secondary Attack Attack Accuracy: A
Secondary Attack Attack Description: When Lock-On is achieved, this virus fires a barrage of 10 highly accurate shots at its chosen target before landing in its original position. Accuracy debuffs on the Satellite while using this attack are reduced in severity by one rank.
Element: Null
Possible Rewards (Per Virus): Lock-On3, Zenny
Special: Immobile outside of its primary attack.
Special: This virus will repeat its primary attack until it finds a target, after which it will be able to use its secondary attack once. When it changes targets, either of its own volition or its current target's death, or uses its Secondary Attack and lands in its original position, it must repeat its primary attack until it finds a new target.
Notes: Triggering invisibility or an illusion, or moving the Satellite forcefully after Lock-On is achieved does not allow a target to escape Lock-On. Lock-On is a shift in the Satellite's state, not a status inflicted on its target, and thus cannot be removed.
: DELETED
OctovianOctovian (Octon)

Octon are fairly large viruses, but instead of using that bulk for direct attacks, they contain a huge amount of elemental energy. They utilize this by forming balloons from their mouth capable of absorbing their chosen element. This does use up a lot of energy, so no more than one balloon per virus can be active at any one time. The balloon itself has an odd homing property, in that as long as it's within sight, it will always try to remain between its creator and the target.

Area: Sharo

HP: 320
Primary Attack Damage/Effect: 150 Fire + (Damage Absorbed) + Blast 3
Primary Attack Accuracy: A
Primary Attack Description: Creates a large balloon with angry eyes that floats toward an opponent. When it hits something, it explodes. It will reach its target the turn after it is created.
Secondary Attack Damage/Effect: Wind Type + Knockback
Secondary Attack Accuracy: A
Secondary Attack Description: If its own balloon is blown back at it, the virus can blow on it to move it back towards its originally intended target.
Element: Aqua
Possible Rewards (Per Virus): HeatBalloon, Zenny
- Special: Immobile.
- Special: The balloon is treated as a Fire element object with infinite HP, and the Light, OmniShoes, and HeatBody properties. If hit by an Aqua elemental attack, it is instantly destroyed regardless of damage with no explosion. If hit by a non-Fire attack with Impact or Slashing, the balloon instantly explodes, but the triggering attack's damage is not added.
- Special: Damage Absorbed: All damage the balloon takes is added to its attack damage.
- Special: While active, the balloon has a 50% chance of blocking any long ranged attack directed at the Octovian that created it, regardless of whether it would have hit or not. Melee attacks are unaffected.
- Special: This virus will ONLY use its secondary attack on a balloon that has been redirected back at it.
: DELETED
ShivaultShivault (Ashuraid)

The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.

Area: Sharo, NAXA

HP: 260
Primary Attack Damage/Effect: 25 Null + Impact + Break x 3 Fists
Primary Attack Accuracy: B
Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
Secondary Attack Damage/Effect: Counter vs Damage: 25 Null + Impact + Break x 2 Hits
Secondary Attack Accuracy: S (Block) / B (Counter)
Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
Tertiary Attack Damage/Effect: 25 Null + Impact + Break + LifeSword Range x 2 Attacks
Tertiary Attack Accuracy: B
Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
Element: Null
Possible Rewards (Per Virus): MeteorKnuckle3, Counter3, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
A: DELETED
ShivaultShivault (Ashuraid)

The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.

Area: Sharo, NAXA

HP: 260
Primary Attack Damage/Effect: 25 Null + Impact + Break x 3 Fists
Primary Attack Accuracy: B
Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
Secondary Attack Damage/Effect: Counter vs Damage: 25 Null + Impact + Break x 2 Hits
Secondary Attack Accuracy: S (Block) / B (Counter)
Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
Tertiary Attack Damage/Effect: 25 Null + Impact + Break + LifeSword Range x 2 Attacks
Tertiary Attack Accuracy: B
Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
Element: Null
Possible Rewards (Per Virus): MeteorKnuckle3, Counter3, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
B: DELETED
Swordy-A3Swordy-A3 (Swordy-A)

Area: Yoka, Sharo

HP: 240
Primary Attack Damage/Effect: 75 Aqua + Long Range Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: When this virus is 2 panels away from the target, or its enemies are 2-deep, it will attack with Aqua Blade.
Secondary Attack Damage/Effect: 50 Aqua + Wide Range Attack + Slashing
Secondary Attack Accuracy: B
Secondary Attack Description: When this virus is standing directly adjacent to its target, or diagonally from it, it will attack with Aqua Sword.
Element: Aqua
Possible Rewards (Per Virus): AquaBlade, Zenny
Special: Swordy-A's are immune to Freeze Status.
Special: Uses Area Grab to get into attack range.
Special: Can use the NorthWind battlechip attack at will instead of attacking normally.
: 151Hp [Normal]
Megalian-A3Megalian-A3 (Megalian-A)

All Megalian-A viruses are equipped with Omnishoes, and fight from the air. This virus type will spend an Action Dodging, and then Attack the following Action. If there are more than one Megalian (family does not matter) the viruses will work together, alternating their attack Actions or attacking as a group (mod's discretion). When attacking, both the head and the base can be damaged separately (if the Aura protecting the base has been destroyed).

Area: Beach, Sharo

HP: 250
Attack Damage/Effect: 120 Aqua + Break + Piercing + Group attack.
Attack Accuracy: B (special)
Attack Description: Lines up with a target and launches its head at the enemy. Accuracy decreases with each hit.
Element: Aqua
Possible Rewards (Per Virus): AuraHead3, Barrier200, Zenny
Special: Omnishoes: capable of free flight.
- Dodges every other Action. Attacks when not dodging.
- Has a 120HP Aqua Aura (Pierced and destroyed by Elec attacks).
- Can be attacked while head is extended.
: DELETED
Solarite3Solarite3 (Solarite)

A reddish space rock with a diameter of around two feet, that is always giving off a soft glow. Solarite NEVER appears without an accompanying Lunaroid. Multiple Solarite may appear, but there will also be multiple Lunaroid with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 200
Attack Damage/Effect: 60 Null + Recover 30 x 3 Targets
Attack Accuracy: A
Attack Description: Launches solar energy at 3 targets. For every non-object target it successfully hits, it heals 30 HP.
Element: Fire
Possible Rewards (Per Virus): SunFlare3, Zenny
Special: OmniShoes
Special: Codependent: If its paired Lunaroid is deleted, it will check for any unpaired Lunaroid. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: DELETED
Lunaroid3Lunaroid3 (Lunaroid)

A bluish space rock with a diameter of around two feet, that is always giving off a soft glow. Lunaroid NEVER appears without an accompanying Solarite. Multiple Lunaroid may appear, but there will also be multiple Solarite with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 200
Attack Damage/Effect: 60 Null + Beam Attack
Attack Accuracy: A
Attack Description: Launches lunar energy at a target with laser intensity.
Element: Aqua
Possible Rewards (Per Virus): MoonRay3, Zenny
Special: OmniShoes
Special: Codependent: If its paired Solarite is deleted, it will check for any unpaired Solarite. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: DELETED

-=Navis=-
Machman.Exe: 485Hp [Near Swordy-A3][RheaCross Lv.1]

-=Terrain=-
70% Snow
  • Non-Aqua Elementals get -10% Evasion and reduced movement speed.
  • Wind attacks: +100% Source Damage. Imbue Aqua if Null. Change terrain hit to Ice for 1 turn after turn hit, then back to Snow.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Fire attacks: Change terrain hit to Ice, generate Frosty Mist: -10% Accuracy for Non-Aqua Elementals, +10% evasion against Non-Aqua Elementals, Freeze1 effect for any Aqua or Wind attacks.
  • PanelShot: Imbue Aqua + Freeze1.

15% Ice
  • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Elec attacks: +100% Source Damage.
  • Fire attacks: Change terrain hit to Sea.
  • PanelShot: Imbue Aqua + Freeze1.

15% Normal
  • No effects.
Mach saw the Swordy attempt to fall on its own sword to no avail, stirring a mixture of pity and contempt in the Navi. The Virus's seemingly purposeful sluggishness only drove the point further in Mach's mind, it wanted to be deleted. Its cries also caused an oddly translated message to scrawl across the PET's screen, but the translation seemed to be not much more than some mathematical logic puzzle.

"Send the chips," MachMan ordered aloud, for he no longer had the cover of stealth. Focused on the odd translation on his screen, Mazer's attention was divided. ["Hang on, it was trying to say something... I think,"] Mazer replied as he adjusted his glasses and squinted at the screen in a vain attempt to glean more meaning from the message.

Mach growled in frustration, for the Swordy had raised its sword in the easily telegraphed motion like it did before, just asking for a counter. Since his NetOp again denied his chip supply, MachMan took matters into his own hands. While his right hand still "wielded" the cyan colored outline of a sword, his left hand punched forward to the Swordy's slotted faceplate. Instead of being hit with a punch, a rectangular buster barrel attempted to briefly tap against its armored helmet before a solid dart-like projectile blasted forth with the intent to punch a hole in the virus. Even while fully visible, the blast from the barrel of his buster left nary a flicker of muzzle flash.

If the Virus chose to finally attack, Mach was ready; his engines were still at the same power setting as before, alloting him plenty of thrust to send him skirting just out of the Virus's attack path, while giving himself the momentum to deliver a counter slash with his own blade. After delivering said counter attack, the glowing sword outline disappeared, and Mach repurposed his hand to punch out and grab at the Swordy's faceplate. Regardless of his success at grabbing hold of the virus, Mach's buster fired off two more quick shots at close range in an attempt to send more flechettes into the virus.

While seemingly suicidal, Mach couldn't assume it wanted to go down without a fight, and briefly moved to evade any reply by cartwheeling in a quarter circle around the virus and resuming his anti-thematic ballistic assault. His buster-laden left arm again extended forward before firing twice in quick succession with the hope of perforating the virus to the point of deletion. At the end of his quintet of buster shots, he activated his Auto-Injectors to flood his armor and prosthetics with regenerative data in an attempt to repair some of the damage he sustained.

ACTIONS: Passive Haste, Accuracy Enhancement, Status Cure, Dodge x2, Decoy x2
1. Buster Attack: Swordy-A3 (50dmg + Seeking)
-Passive Dodge- [+Riposte]
2. Buster Attack: Swordy-A3 (50dmg + Seeking)
3. Buster Attack: Swordy-A3 (50dmg + Seeking)
-Passive Dodge- [+Scramble]
4. Buster Attack: Swordy-A3 (50dmg + Seeking)
5. Buster Attack: Swordy-A3 (50dmg + Seeking)
6. Auto-Injectors: MachMan (Heal 135 + 5TCD)
With the virus's intentions ascertained(?), MachMan quickly took control of the situation, and attacked the Swordy decisively with a well-placed buster to the head. The Swordy's chitters turned into a low gurgle, as it swung its sword weakly in a horizontal sweep. He then took hold of the virus's faceplate, and punched two more holes into its head. Its weak gurgling came to a halt, and it sank to the ground in a heap of armor, as MachMan drew back firing a few more precautionary double taps into it, healing himself in the process. (+135)

-=Viruses=-
Satellite3Satellite3 (Satellite)

Area: Netopia, Sharo, NAXA

HP: 300
Primary Attack Damage/Effect: Trap(Enemy in Targeting Cursor) + Seeking: Movement (High-Alt) + Dodge + Lock-On + Nullify Invis
Primary Attack Accuracy: C
Primary Attack Description: Generates a targeting cursor that sweeps back and forth across the field, looking for a target. The cursor ignores decoys, objects, illusions, and invisibility. If the cursor intersects with an actual enemy, Lock-On is achieved, and the virus launches itself into the sky at High Altitude.
Secondary Attack Attack Damage/Effect: (15 Null + Seeking + Enhanced Accuracy) x 10 Shots
Secondary Attack Attack Accuracy: A
Secondary Attack Attack Description: When Lock-On is achieved, this virus fires a barrage of 10 highly accurate shots at its chosen target before landing in its original position. Accuracy debuffs on the Satellite while using this attack are reduced in severity by one rank.
Element: Null
Possible Rewards (Per Virus): Lock-On3, Zenny
Special: Immobile outside of its primary attack.
Special: This virus will repeat its primary attack until it finds a target, after which it will be able to use its secondary attack once. When it changes targets, either of its own volition or its current target's death, or uses its Secondary Attack and lands in its original position, it must repeat its primary attack until it finds a new target.
Notes: Triggering invisibility or an illusion, or moving the Satellite forcefully after Lock-On is achieved does not allow a target to escape Lock-On. Lock-On is a shift in the Satellite's state, not a status inflicted on its target, and thus cannot be removed.
: DELETED
OctovianOctovian (Octon)

Octon are fairly large viruses, but instead of using that bulk for direct attacks, they contain a huge amount of elemental energy. They utilize this by forming balloons from their mouth capable of absorbing their chosen element. This does use up a lot of energy, so no more than one balloon per virus can be active at any one time. The balloon itself has an odd homing property, in that as long as it's within sight, it will always try to remain between its creator and the target.

Area: Sharo

HP: 320
Primary Attack Damage/Effect: 150 Fire + (Damage Absorbed) + Blast 3
Primary Attack Accuracy: A
Primary Attack Description: Creates a large balloon with angry eyes that floats toward an opponent. When it hits something, it explodes. It will reach its target the turn after it is created.
Secondary Attack Damage/Effect: Wind Type + Knockback
Secondary Attack Accuracy: A
Secondary Attack Description: If its own balloon is blown back at it, the virus can blow on it to move it back towards its originally intended target.
Element: Aqua
Possible Rewards (Per Virus): HeatBalloon, Zenny
- Special: Immobile.
- Special: The balloon is treated as a Fire element object with infinite HP, and the Light, OmniShoes, and HeatBody properties. If hit by an Aqua elemental attack, it is instantly destroyed regardless of damage with no explosion. If hit by a non-Fire attack with Impact or Slashing, the balloon instantly explodes, but the triggering attack's damage is not added.
- Special: Damage Absorbed: All damage the balloon takes is added to its attack damage.
- Special: While active, the balloon has a 50% chance of blocking any long ranged attack directed at the Octovian that created it, regardless of whether it would have hit or not. Melee attacks are unaffected.
- Special: This virus will ONLY use its secondary attack on a balloon that has been redirected back at it.
: DELETED
ShivaultShivault (Ashuraid)

The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.

Area: Sharo, NAXA

HP: 260
Primary Attack Damage/Effect: 25 Null + Impact + Break x 3 Fists
Primary Attack Accuracy: B
Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
Secondary Attack Damage/Effect: Counter vs Damage: 25 Null + Impact + Break x 2 Hits
Secondary Attack Accuracy: S (Block) / B (Counter)
Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
Tertiary Attack Damage/Effect: 25 Null + Impact + Break + LifeSword Range x 2 Attacks
Tertiary Attack Accuracy: B
Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
Element: Null
Possible Rewards (Per Virus): MeteorKnuckle3, Counter3, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
A: DELETED
ShivaultShivault (Ashuraid)

The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.

Area: Sharo, NAXA

HP: 260
Primary Attack Damage/Effect: 25 Null + Impact + Break x 3 Fists
Primary Attack Accuracy: B
Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
Secondary Attack Damage/Effect: Counter vs Damage: 25 Null + Impact + Break x 2 Hits
Secondary Attack Accuracy: S (Block) / B (Counter)
Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
Tertiary Attack Damage/Effect: 25 Null + Impact + Break + LifeSword Range x 2 Attacks
Tertiary Attack Accuracy: B
Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
Element: Null
Possible Rewards (Per Virus): MeteorKnuckle3, Counter3, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
B: DELETED
Swordy-A3Swordy-A3 (Swordy-A)

Area: Yoka, Sharo

HP: 240
Primary Attack Damage/Effect: 75 Aqua + Long Range Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: When this virus is 2 panels away from the target, or its enemies are 2-deep, it will attack with Aqua Blade.
Secondary Attack Damage/Effect: 50 Aqua + Wide Range Attack + Slashing
Secondary Attack Accuracy: B
Secondary Attack Description: When this virus is standing directly adjacent to its target, or diagonally from it, it will attack with Aqua Sword.
Element: Aqua
Possible Rewards (Per Virus): AquaBlade, Zenny
Special: Swordy-A's are immune to Freeze Status.
Special: Uses Area Grab to get into attack range.
Special: Can use the NorthWind battlechip attack at will instead of attacking normally.
: DELETED
Megalian-A3Megalian-A3 (Megalian-A)

All Megalian-A viruses are equipped with Omnishoes, and fight from the air. This virus type will spend an Action Dodging, and then Attack the following Action. If there are more than one Megalian (family does not matter) the viruses will work together, alternating their attack Actions or attacking as a group (mod's discretion). When attacking, both the head and the base can be damaged separately (if the Aura protecting the base has been destroyed).

Area: Beach, Sharo

HP: 250
Attack Damage/Effect: 120 Aqua + Break + Piercing + Group attack.
Attack Accuracy: B (special)
Attack Description: Lines up with a target and launches its head at the enemy. Accuracy decreases with each hit.
Element: Aqua
Possible Rewards (Per Virus): AuraHead3, Barrier200, Zenny
Special: Omnishoes: capable of free flight.
- Dodges every other Action. Attacks when not dodging.
- Has a 120HP Aqua Aura (Pierced and destroyed by Elec attacks).
- Can be attacked while head is extended.
: DELETED
Solarite3Solarite3 (Solarite)

A reddish space rock with a diameter of around two feet, that is always giving off a soft glow. Solarite NEVER appears without an accompanying Lunaroid. Multiple Solarite may appear, but there will also be multiple Lunaroid with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 200
Attack Damage/Effect: 60 Null + Recover 30 x 3 Targets
Attack Accuracy: A
Attack Description: Launches solar energy at 3 targets. For every non-object target it successfully hits, it heals 30 HP.
Element: Fire
Possible Rewards (Per Virus): SunFlare3, Zenny
Special: OmniShoes
Special: Codependent: If its paired Lunaroid is deleted, it will check for any unpaired Lunaroid. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: DELETED
Lunaroid3Lunaroid3 (Lunaroid)

A bluish space rock with a diameter of around two feet, that is always giving off a soft glow. Lunaroid NEVER appears without an accompanying Solarite. Multiple Lunaroid may appear, but there will also be multiple Solarite with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 200
Attack Damage/Effect: 60 Null + Beam Attack
Attack Accuracy: A
Attack Description: Launches lunar energy at a target with laser intensity.
Element: Aqua
Possible Rewards (Per Virus): MoonRay3, Zenny
Special: OmniShoes
Special: Codependent: If its paired Solarite is deleted, it will check for any unpaired Solarite. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: DELETED

-=Navis=-
Machman.Exe: 615Hp [Normal][RheaCross Lv.1]

-=Terrain=-
70% Snow
  • Non-Aqua Elementals get -10% Evasion and reduced movement speed.
  • Wind attacks: +100% Source Damage. Imbue Aqua if Null. Change terrain hit to Ice for 1 turn after turn hit, then back to Snow.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Fire attacks: Change terrain hit to Ice, generate Frosty Mist: -10% Accuracy for Non-Aqua Elementals, +10% evasion against Non-Aqua Elementals, Freeze1 effect for any Aqua or Wind attacks.
  • PanelShot: Imbue Aqua + Freeze1.

15% Ice
  • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Elec attacks: +100% Source Damage.
  • Fire attacks: Change terrain hit to Sea.
  • PanelShot: Imbue Aqua + Freeze1.

15% Normal
  • No effects.


-=Battle 4, Victory!!=-
Rewards: MoonRay3Damage: 140 + Lunar Drain
Accuracy: A
Description: Fires a ray of lunar energy at an enemy.
Duration: Once
Element: Null
Special: Lunar Drain: Removes the target's outermost defense layer, even if it wouldn't normally be removed by this attack. Nullifies any counterattacks from that defense. Still triggers other defenses' counterattacks, if applicable.
Trader Rank: B
Battlechip, 5670z, 102 BugFrags, +1 Megalian-A3 Bounty
With the Swordy unceremoneously dispatched, Mach got to work combing the freshly-littered battlefield of any useable data as his frame reverted to its default configuration and color scheme. Mazer, who was disappointed the question of what the final virus was saying would be left unanswered, watched quietly while his Navi gathered up the spoils. Amongst the myriad of zenny and bugfrags, one of the first viruses that fell in the battle left behind a battlechip, a powerful one at that. Shortly after Mach plucked it from the frost, it fragmented and disappeared as it was downloaded to the PET.

After gathering up the last of the loot, there was a sudden burst of data off to his side, which rapidly materialized into his freshly recovered SP. Shrike hovered in place as its large, eye-shaped torso gimbaled in the four cardinal directions. After apparently performing a brief ops check, it announced its presence with a simple, "Online."

Mach responded only by spooling up his engines and taking flight, which prompted the small SP to follow. It didn't appear to have any trouble keeping up, but the Navi wasn't exactly in a hurry as he cruised deeper into the network.


((Ready for Battle #5))
It didn't take mach very long to reach what seemed like the final no-man's land of the ancient Sharoan battlefield. The rent ground and uneven, broken spurs of land grew harsher, despite their thick snow covering, and the detritus of mangled parts became a more consistent field of smaller, shredded components.

Whatever ancient war had taken place on this part of the chaos net, it seemed like the most destructive part of the conflict had happened around here, and the network's natural recovery had never really managed to rectify itself, beyond aged scarring. At first it seemed like there might be nothing of note to find in the area, neither interesting devices, nor viral remnants, but as the blizzard began to thin, one patch of fog remained dense, further ahead. In its centre, Mach could soon make out something moving.

At this range, its details were hard to see, but it appeared to have a quadrupedal gait, and a tall upper torso, something like a centaur design, with a long tail that presumably served as a counter-balance behind it. It was loping in long, slow strides about the centre of the battlefield, mist trailing from it as it went.

Closer, Mach began to make out more details. It looked mechanical at firs, but with a complex, borderline organic tone to it. The body was a dull grey, armoured but with enough reticulation to seem more like plated skin. Each foot bore large, heavy talon structures that seemed equally capable of heavy rending as crushing, and the legs had gathered joints, for leaping and springing, more like a feline than a beast of burden. The tail was lined with a series of red lights down the spinal ridge. The lights continued in a line up the length of the animal-like back, and then up the spine of the more humanoid top half as well.

The top half, he could see, was only vaguely humanoid in design. It had an obvious torso and shoulders, a head and arms, but they were streamlined and flowed into each other in a very inhuman way. The arms were folded across its chest, and bore a mass of complex scroll-work in a silvered metal, standing out from the grey. Occasional bolts of light rippled through the vein structures. Where it might have had hands, the machine sported long-fingered talons, still covered to the tip in the same silver webbing, and more of the same laced the creature's chest and shoulders as well.

The head was all machine, and sparse on details. It appeared to have a series of optics that might be eyes, five in total, spaced out across the diamond-shaped front plate. Over the back of the machine's shoulders, coming from where a creature might have shoulder-blades, was instead a pair of curled up structures; they looked like horns, or maybe tentacles, but curled up tightly enough to sit against the shoulders without protruding to either side. The red lights tracing the spine ran across these spirals as well.

By the time Mach had finished taking in these details, the stoic machine turned towards him. It was about at this point that he'd also realise, gauging the distance, that this creation was very large; easily four or five times Mach's own height from ground to head. Its eyes lit up and the blizzard around it seemed to blast away suddenly, leaving clear air. The machine took a stance as it faced him, unfolding its arms and holding them out and low, as the curls on its back began to extend and unravel. They stretched out rigid and straight to either side, the red lights now alternating with brilliant white points of energy. It would be surprising if it wasn't a weapon system, as two floodlight beams painted Mach solidly in the sky.


-=Remnant=-
[No Designate Registering]: 600Hp [Snow][2 Movements Away]

-=Navis=-
Machman.Exe: 615Hp [High Altitude]
Shrike.SP: 100Hp [High Altitude]

-=Terrain=-
70% Snow
  • Non-Aqua Elementals get -10% Evasion and reduced movement speed.
  • Wind attacks: +100% Source Damage. Imbue Aqua if Null. Change terrain hit to Ice for 1 turn after turn hit, then back to Snow.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Fire attacks: Change terrain hit to Ice, generate Frosty Mist: -10% Accuracy for Non-Aqua Elementals, +10% evasion against Non-Aqua Elementals, Freeze1 effect for any Aqua or Wind attacks.
  • PanelShot: Imbue Aqua + Freeze1.

15% Ice
  • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Elec attacks: +100% Source Damage.
  • Fire attacks: Change terrain hit to Sea.
  • PanelShot: Imbue Aqua + Freeze1.

15% Cracked
  • Changes to Broken when stepped on, chance to fall in when triggered.
  • Burrow: Change terrain to Broken, Null 50 to burrower.
  • Panel Crack attacks, >100 Damage Break/Impact/Drop attacks: Change terrain hit to Broken.
  • PanelShot: Splash1.


-=Battle 5, Start!=-
"*Bwoop Bwoop* Threat: Unknown" Shrike alerted as Mach was painted by the colossus's twin floodlights. With no additional warning, the fronts of Mach's engine nacelles appeared to explode in rings of flames as his thrust reversers came into full play. His airspeed plummeted to the point of forcing himself into a stall, which quickly turned into a spin as he tilted to his right and tumbled downwards with alarming speed. His head struggled to keep from bashing against the sides of his "helmet," but his solitary sapphire eye continued to glare at his foe with laser focus even as he spun through the air. " 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
, StepCrossDamage: 120 + Slashing + X-Range Attack + Teleport
Accuracy: S for primary target, B for additional targets.
Description: The user warps in front of an enemy, then quickly performs two sword slashes to create an X shape. Can hit up to 5 targets with good RP. Rare
Duration: Once.
Element: Null
Special: Teleport: When RP Quality is excellent, this attack also counts as a free dodge.
Trader Rank: B
, and [DashAttack2,f],"
he ordered in a cold, calculated tone, he was clearly focusing on the massive foe ahead. Mazer was examining their foe with an equally analytic, albeit less bitter, eye until his trance was interrupted by the Navi's requested arsenal. The chips made sense; blitz with an unavoidable counter in the wings.

As he quickly went inverted, two dark orbs were flung from his body almost like chaff or flares, but instead of exploding in a cloud of fibers or high-intensity flame respectively, the two orbs rapidly projected perfect copies of its master, which moved in place to flank both sides of Shrike, like a pair of intimidating wingmen. Meanwhile, the real Mach raised his shields and slammed his throttles forward to increase his airspeed and power his way out of his self-induced stall.

Shrike pulled an equally evasive maneuver, but climbed instead of descending along with its master; the distance between the two increased with the intent of creating a larger array of targets on the enemy's scope. While the diminutive SP tumbled upwards, its cycloptic eye remained focused on its Navi as its limbs spun about, unaffected thanks to its free-floating housing. In fact, a beam of energizing data was transmitted to the Navi, primarily to increase the refresh rate of its master's main defensive shielding program.

While Mach made note of the interestingly new sensation of one of his signature attacks being partially "refreshed," he was primarily focused on activating the first of his requested chips. Said chip's activation was as unusually anti-climactic as always, but there was no longer any lingering distrust or doubt, the chip has demonstrated its usefulness every time it was activated, without fail. With some defenses set, Mach commanded Shrike to initiate the assault. The SP complied without question; after its gaze briefly focused on the gigantic foe's optic-laden head, its normally green iris changed to an intense red. The air that spanned along the SP's gaze quickly became heated to the point of glowing, and created a crimson beam that briefly burned through the air in an attempt to damage and briefly disable the centaur-esque program's optic sensors.

The SP struggled to maintain the beam's thermal energy for only a few seconds, the beam then vanished as quickly as it appeared. The SP's thermal energy was briefly exhausted and left it vulnerable, but a familiar semi-transparent blue shield materialized in front of its roughly spherical frame; a gift from its Navi's NaviCust program.

Mach's entire body flickered as white rings of "cleansing" data combed through his systems to resolve any errors or glitches, even as he roughly threw himself into an afterburner-driven barrel roll. While obscured by his opaque cyan canopy, his facial features visibly drooped from the centrifugal force of his maneuver. While the left side of his face returned to it's normal state at the end of the roll, his heavily damaged right side lacked the elasticity; the crags that slashed over his face eventually shut, but it opened many of the wounds he sustained from that fateful battle, causing them to slowly ooze once again.

The SP and its twin "Mach" wingmen moved evasively as well, they peeled off in separate directions in an attempt to avoid all of them being hit with a single attack, and possibly be distracting enough to have the giant mechanical centaur not entirely notice the start of Mach's assault. The Navi assumed the flexible stalks on the program's shoulders to be some sort of weapon system, and it likely had even more armaments mounted in its roughly human-like arms, but there was one area he suspected wouldn't be as armed. With a flash of cyan light, MachMan blipped out of sight, only to immediately reappear directly beneath the centaur's underbelly, between its two pairs of legs.

In Mach's right hand was a simple beam emitter, which had burst forth a long cyan plume of energy like the blade of a sword, which he then used with blinding speed to deliver two wide, stunningly quick slashes directly up and into the program's mostly mechanical-looking hull. It seemed like he had only just finished his second slash when the "flame" of his sword was quickly replaced by his twin afterburners, which howled and "sand-blasted" the ground below with superheated exhaust. The fire-walled engines and their ~20 foot cones of flame sent Mach rocketing skyward in an attempt to deliver a crushing full-body tackle at near supersonic speed.

Expecting the foe to react by employing the dangerous-looking claws on its feet, if Mach's turbojet-propelled shoulder tackle hit home or missed entirely, the Navi disappeared in another flash of cyan as he teleported away. An identical flash along with a stunningly loud explosion of kinetic energy appeared a few feet behind the program's roughly wedge-shaped head, followed by Mach careening towards his enemy as if fired from the barrel of a gun. Mach tried to use the remaining power and momentum of his DashAttack to deliver a hammering blow to the back of the foe's head.

Regardless of his success with striking the program, if he wasn't subsequently stopped or snared in the attempt, he continued to streak across the sky. As the chip ran out of power and he was forced to throttle back, one could see the cones of flame shrink and flicker before disappearing entirely as he banked hard and attempted to put some distance between himself and his unnamed target while trying to avoid the inevitable return fire that would've been hurled his way.



[Spoiler=ACTIONS: Passive Haste, Accuracy Enhancement, Status Cure, Dodge x2, Decoy x2]-Passive Dodge- [+Scramble]
M1. Heavy Shielding: MachMan (5-hit Shield + 3TCD)
S1. Divert Power: Dodge + Sig Chill (to Heavy Shielding) + 2TCD
M2. 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

S2. Optic Blast: Enemy (80dmg Fire + Break + Blind + 4TCD) [+Marksman]
M3. Shield: Shrike.SP (1-hit Shield)
-Passive Status Cure-
-Passive Dodge- [+Scramble]
S3. Dodge
M4. StepCrossDamage: 120 + Slashing + X-Range Attack + Teleport
Accuracy: S for primary target, B for additional targets.
Description: The user warps in front of an enemy, then quickly performs two sword slashes to create an X shape. Can hit up to 5 targets with good RP. Rare
Duration: Once.
Element: Null
Special: Teleport: When RP Quality is excellent, this attack also counts as a free dodge.
Trader Rank: B
Enemy (teleport to its underbelly)
M5. 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
Enemy
M6. Blitz Assault: Teleport behind Enemy's head to strike again with 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
(Teleport + Stun(Nova2) + 4TCD) [+Overclock]


DecoyA: Take position off Shrike's left wing, then break left during its S3. Dodge
DecoyB: Take position off Shrike's right wing, then break right during its S3. Dodge[/spoiler]
Upon being targeted, Mach was quick to slam into evasive manoeuvres and raise his defences in an effort to shake the war machine's sights. As he tumbled, he could see it shifting its feet and taking a more battle-readied stance with its lower body, though the upper torso still held its arms low and open. A trace of lights flashed across the channels on its body, followed by a subtle shift in the visual of its already metallic skin.

The lines of white pinpoints across the extensions either side of its head grew in intensity, but as Shrike led the attack a moment later it moved suddenly. A short spring saw its massive size propelled back across the tundra several of its own body length without seeming to interrupt the balance of its upper torso at all. Shrike's aim was able to compensate for the sudden dodge, but even as its optic beam lanced down at the machine a blast of turbulent air, laced through with wisps of red light swirled up around it. The beam was deflected and scattered sending disparate rays of it searing in all directions. Mach was forced to change his movements briefly to avoid one of the deflected rays.

The weapon's head moved, observing, and then it stood straighter, calmly folding its arms across its chest again. As its apparent gaze scanned the field, Mach might get the annoying impression that it had already disregarded the other MachMen running interference; it seemed to have concern only for Mach himself, and possibly Shrike. Mach fully intended to give it something to worry about, of course, and a moment later teleported to what he hoped might be a more vulnerable point for it.

Striking hard, and before it could react, Mach's energy blade scattered and sparked as he sliced. Despite two fierce cuts, he witnessed the blade give way as the energy failed to penetrate the machine's armour at all. It started to shift, but Mach was already preparing something a little more impact, rather than cutting. As it started to step away from him again, the navi struck upward with exceptional force. The uncomfortable crunch that followed was the sound of Mach's forceful charge impacting with the painfully immovable underside of the machine, unable to burst through it or to push it aside.

Before he was stepped on, Mach teleported conserving the force of his chips momentum to try for some other part of the beast that was, hopefully, more vulnerable. When he appeared, it was to face down the two long extensions, bristling with white light points; either they'd rotated around to face him, or they covered the back as well as the front of the tendrils. As he rushed in at the back of the machine's head, the lights burst outward in a tracing barrage of shots that blistered past and around him. He was able to avoid the swarm of hostile fire, and the stunning burst of his reappearance did seem to have sent crackling energy dancing across the war machine's lower half, but even as he struck the back of its upper body, he found the same impervious-seeming hardness here as well, and was shunted up and over its shoulder as the beast didn't flinch.

To add injury to insult, as Mach tumbled past its head, a sudden motion from down and to one side flashed upwards, as a clenched fist half the size of Mach himself punched up like lightning, bashing into his shielding despite his efforts to correct and avoid it. Batted away, Mach got to see his enemy hold out the same hand towards him, before a beam of white light lanced in his direction. This one Mach dodged swiftly while he recovered his position, and the large beast of a weapon simply fold its arms again.

A series of red, blue and purple lights began to light up on its extended head-tendrils as it rolled its shoulders; the crackle of energy that remained from Mach's stun subsided. He was caught in a moment of slowness, without the time to dodge away from the quick barrage of three beams. Two of them, the red and the blue, struck him, while the purple one missed. His shields remained undamaged from the two bolts, however their nature became rapidly apparent as Mach's other systems began to lock up sharply. His flight system itself remained online, but he suddenly found himself unable to move, beyond hovering in place. Worse, is signature system, buster and battlechip system stopped responding, going into a static system freeze. He might wonder what the purple beam could have done, given the nastiness of the red and the blue, but it hardly seemed to matter right now; if Mach didn't get out of this system shock soon, he was a sitting duck left hanging a short way in front of the coldly impassive war machine.


-=Remnant=-
[No Designate Registering]: 600Hp [Snow][Directly in front of Mach][SteelBody Expired]

-=Navis=-
Machman.Exe: 615Hp [Above Snow][5-hit Shield][Freeze!(1)][Hold!(1)]
Shrike.SP: 100Hp [High Altitude][1-hit Shield]

-=Terrain=-
70% Snow
  • Non-Aqua Elementals get -10% Evasion and reduced movement speed.
  • Wind attacks: +100% Source Damage. Imbue Aqua if Null. Change terrain hit to Ice for 1 turn after turn hit, then back to Snow.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Fire attacks: Change terrain hit to Ice, generate Frosty Mist: -10% Accuracy for Non-Aqua Elementals, +10% evasion against Non-Aqua Elementals, Freeze1 effect for any Aqua or Wind attacks.
  • PanelShot: Imbue Aqua + Freeze1.

15% Ice
  • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Elec attacks: +100% Source Damage.
  • Fire attacks: Change terrain hit to Sea.
  • PanelShot: Imbue Aqua + Freeze1.

15% Cracked
  • Changes to Broken when stepped on, chance to fall in when triggered.
  • Burrow: Change terrain to Broken, Null 50 to burrower.
  • Panel Crack attacks, >100 Damage Break/Impact/Drop attacks: Change terrain hit to Broken.
  • PanelShot: Splash1.
The first few moments of the battle proved two things: it was fast, and tough. After delivering three inconsequential strikes, he attempted to arm himself with something to counter the colossus's strengths. " Sunshine80 + Blind + Beam Attack +80 damage to Non-Elemental targets
Accuracy: A
Description: A sphere resembling the sun appears high above the user, then releases a ray of sun light at a target designated by the user. The beam passes through everything in its path, causing great damage and blinding all it hits as it smashes through everything in a straight line. Rare
Duration: Once
Element: Null
Trader Rank: C
and WaterLine3Damage: 180 + Ground Attack + Wide Attack
Accuracy: B
Description: A wall of water gushes from the ground, drowning up to 3 targets.
Duration: Once
Element: Aqua
Trader Rank: B
!"
Only a few seconds later, he found himself anchored in place, with his vision rapidly filling up with error prompts from both his propulsion and weapon systems. Mach snarled and mentally swiped away the messages that crowded his sight, then activated the only combat system that remained functional and made an additional request for his arsenal. " AirRaid2HP: 100
Properties: Normal, Omnishoes, Mobile
Object Damage: 50 + Impact
Damage Method: Telekinesis
Gun Attack Damage: 10 x 15 Shots
Accuracy: A
Description: Summons a fighter plane to strafe your enemies.
Duration: 3 turns or Until destroyed
Element: Null
Trader Rank: C
, BambooLanceDamage: 150 + Group attack + Back-Stab
Accuracy: B
Description: Summons a group of Kilby Omega viruses to the field behind the enemy. They stab the enemy in the back with lances, then silently vanish. Rare
Duration: Once
Element: Wood
Special: Back-Stab: Renders Dodges half as effective against this attack only.
Trader Rank: A
, KnightHP: 100
Properties: Normal, IronBody
Object Damage: 100 + Impact
Damage Method: Telekinesis, Knockback, Throw
Attack Damage: 100 + Impact + Splash 2
Accuracy: B
Description: Summons a chess piece to stomp your enemies. Attacks once a turn. Rare
Duration: 3 turns, or until destroyed.
Element: Null
Special: IronBody: Only Break attacks will damage it.
Trader Rank: B
, and Counter2Damage: (1-Hit I-Field) + (Counter(110 + Impact + Break): On-Hit)
Accuracy: S Block, A Return
Description: Defends against one attack, teleports to enemy, and strikes with Gutpunch. Impacting. Breaking.
Duration: Once
Element: Null
Special: I-Field is pierced by Impact, Counter is negated by Impact.
Special: Status Guard: This chip blocks debuffs.
Trader Rank: C
too!"


Several ringed pulses of white light shot over and cross his torso and limbs over the course of a couple seconds, which also caused several of the flashing red statuses to green up, namely his Buster, BattleChip, and Signature Attack systems. Unfortunately it wasn't enough to metaphorically shake his propulsion systems out of their frozen state, but he had a plan for that. For now, he was happy enough with being a flying turret, and responded to the mechanical foe's beams with one of his own. A white-hot orb of energy burst alight several feet above Mach's head, as if he summoned a tiny star. Suddenly, a radiant beam of energy blasted forth from the micro-star, attempting to bathe the unnamed target's head and upper torso in a blinding ray of light.

While his target was hopefully being stripped of defenses and temporarily dazzled, he focused on the ocular SP. Shrike and its energy shield managed to remain undamaged, so it was prime to attack, but it suddenly changed its course and dashed to its Navi, as if it received a silent command. The two decoys had remained somewhat nearby, but split off from the SP to swarm the enemy like a pair of oddly shaped crows. It seemed the program was either good at guessing or able to easily see through the decoy's disguises, but Mach wasn't satisfied with them simply idling by without exhausting any possible use.

As the engines that made up the small SP's legs burned brightly to close the distance, Mach raised his heavily-dented right arm and pointed it towards the ground between the enemy's fore-paws. His arm rapidly transformed as the Navi aimed, so as soon as his limb reformatted into a large, single-tubed launcher, the blue glow in the four cylindrical structures that sprouted from the back of the weapon had already drained into the loaded rocket. He fired as soon as the projectile was ready and his aim was true, which sent the solid-fuel rocket shrieking down in a straight, smoke-trailing line to the snowy ground below. The projectile's impact was anticlimactic, until the ground suddenly welled up and exploded with a vast geyser of water.

While the wall-like fountain of pressurized water continued to hopefully treat the target like a power washer treats like a layer of mud, Mach heard the clattering and clanks of his SP as it latched on to his upper torso armor, just behind his canopy-shaped helmet. In the meantime, a slightly larger and more aircraft-shaped program materialized somewhat near the spot where the now depleted and absent star used to be. The angular FighterPlane rolled inverted and pitched hard towards the ground below, so it rapidly dove down and between its allies and the mechanical foe again. It continued its roll and pulled yet again to level itself, then immediately opened up with its twin machine guns.

As the FighterPlane engaged and attempted to smack the enemy with a face-full of bullets, Shrike's frame rotated rapidly about its large eye/torso, so its two legs snapped in place pointing forward in relation to MachMan. As soon as they snapped into place, both of its legs howled and spewed bluish-purple cones of flame in an attempt to temporarily replace the Navi's disabled engines and maneuver them both back and slightly upwards, in an attempt to put more of a stand-off from the target and possibly avoid incoming fire. Not fully content with the SP being his only form of locomotion, he attempted to muscle through whatever stalled or gummed up his engines. His thrust vectoring paddles chirped loudly as they rapidly swung back and forth; he tried to cycle his throttle settings very quickly; idle, cruise, "mil power," afterburner, and all of the aforementioned with the thrust reversers engaged. He could almost feel his engines struggle and shudder from the strain, looking for even just one spark to light everything up again.

In an attempt to keep the enemy busy, he'd also activated his next chip. Without such as a whisper, leaf-covered stalks of bamboo sprouted up behind the massive foe, with each patch centered around an odd creature with a spooky, jack-o-lantern-esque face and open maw. With no further warning, each creature stabbed forward with a long, sharpened bamboo stalk in an attempt to skewer the centaur's hind legs and/or tail. Though having an army of stealth spear"men" would be useful, their attack consisted of only a single volley before they shrank back into the ground and disappeared.

If Mach managed to wrestle control of his propulsion systems back, he moved to defense; he didn't want to get pegged by the beams again. He tried to cartwheel to the right, not worried about throwing the SP off his armor thanks to its firm anchoring to his frame. Regardless of his success with his attempted dodge, his left arm all the way up to just below his engine nacelle swelled and grew from a sleek, almost blade-like limb into something more akin to a battering ram, with massive enough fingers to make a fist like a wrecking ball. If he was hit by the beams or by another attack, he planned to reply with a crushing left straight in the middle of its eye-laden face.

To further diversify his offensive options, MachMan activated the last of his requested chips, which caused yet another entity to materialize on the frost-covered battlefield. The giant, mechanical Knight piece had returned to the field, and honestly looked more like it should've belonged to the mechanical centaur than Mach. Regardless, the ruby-eyed chess piece glared at its master's large foe, then launched itself into the air in a tall arc in an attempt to bring itself down squarely in the middle of the centaur's light-dotted spine while MachMan attempted to continue shaking off the enemy's aim and avoid the myriad of projectiles and beams being hurtled his direction.


ACTIONS: Passive Haste, Accuracy Enhancement, Status Cure, Dodge x2, Decoy x2


-Status Cure: Freeze-
M1. Sunshine80 + Blind + Beam Attack +80 damage to Non-Elemental targets
Accuracy: A
Description: A sphere resembling the sun appears high above the user, then releases a ray of sun light at a target designated by the user. The beam passes through everything in its path, causing great damage and blinding all it hits as it smashes through everything in a straight line. Rare
Duration: Once
Element: Null
Trader Rank: C
: [No Designate Registering]
S1. Movement: Move to MachMan
M2. WaterLine3Damage: 180 + Ground Attack + Wide Attack
Accuracy: B
Description: A wall of water gushes from the ground, drowning up to 3 targets.
Duration: Once
Element: Aqua
Trader Rank: B
: [No Designate Registering]
S2. Equip to MachMan
M3. AirRaid2HP: 100
Properties: Normal, Omnishoes, Mobile
Object Damage: 50 + Impact
Damage Method: Telekinesis
Gun Attack Damage: 10 x 15 Shots
Accuracy: A
Description: Summons a fighter plane to strafe your enemies.
Duration: 3 turns or Until destroyed
Element: Null
Trader Rank: C

- AirRaid2HP: 100
Properties: Normal, Omnishoes, Mobile
Object Damage: 50 + Impact
Damage Method: Telekinesis
Gun Attack Damage: 10 x 15 Shots
Accuracy: A
Description: Summons a fighter plane to strafe your enemies.
Duration: 3 turns or Until destroyed
Element: Null
Trader Rank: C
: Set up strafing run directly towards [No Designate Registering]'s upper torso, blocking line of sight to MachMan-
S3. Feint
-Scramble Movement x2: Attempt to overpower Hold- [+Overclock]
M4. BambooLanceDamage: 150 + Group attack + Back-Stab
Accuracy: B
Description: Summons a group of Kilby Omega viruses to the field behind the enemy. They stab the enemy in the back with lances, then silently vanish. Rare
Duration: Once
Element: Wood
Special: Back-Stab: Renders Dodges half as effective against this attack only.
Trader Rank: A
: [No Designate Registering]
-Passive Dodge- [+Scramble]
M5. Counter2Damage: (1-Hit I-Field) + (Counter(110 + Impact + Break): On-Hit)
Accuracy: S Block, A Return
Description: Defends against one attack, teleports to enemy, and strikes with Gutpunch. Impacting. Breaking.
Duration: Once
Element: Null
Special: I-Field is pierced by Impact, Counter is negated by Impact.
Special: Status Guard: This chip blocks debuffs.
Trader Rank: C
: MachMan
M6. KnightHP: 100
Properties: Normal, IronBody
Object Damage: 100 + Impact
Damage Method: Telekinesis, Knockback, Throw
Attack Damage: 100 + Impact + Splash 2
Accuracy: B
Description: Summons a chess piece to stomp your enemies. Attacks once a turn. Rare
Duration: 3 turns, or until destroyed.
Element: Null
Special: IronBody: Only Break attacks will damage it.
Trader Rank: B

-Passive Dodge- [+Scramble]
- KnightHP: 100
Properties: Normal, IronBody
Object Damage: 100 + Impact
Damage Method: Telekinesis, Knockback, Throw
Attack Damage: 100 + Impact + Splash 2
Accuracy: B
Description: Summons a chess piece to stomp your enemies. Attacks once a turn. Rare
Duration: 3 turns, or until destroyed.
Element: Null
Special: IronBody: Only Break attacks will damage it.
Trader Rank: B
: Attack [No Designate Registering]-


DecoyA: Rush [No Designate Registering]'s face, attempt to obscure vision or distract
DecoyB: Rush [No Designate Registering]'s face, attempt to obscure vision or distract
Unable to move as the debilitating effects wracked him, Mach focused on getting his offence back online while Shrike moved quickly to assist its navi. As his chips were received, he might notice that the steely sheen on its body had dulled again, the lights across its body pulsing slowly, but its guarded face was regarding Mach's prone position without concern. The trio of coloured lights blossomed again and each one slammed into him before any help arrived. Mach had only just gotten access to his weaponry again as the jolts struck, and he would be able to feel the corrupting data coursing in; he had a few moments to make use of his weapon systems before they would be compromised again, and if he was lucky, he might be able to break free and steal a few more moments of mobility as well, before the fresh assault rest made him seize up again.

These calculations would likely be interrupted, however, as the effects of the purple beam, which had missed him the firs time, now made themselves known. A warning came from his customiser, and then a moment later, Mach was falling. He hit the snow hard, just as Shrike reached him and began locking in to provide Mach with the mobility he currently lacked, while the war machine took a few slow steps towards him. Its blasting corona of winds lifted up again and the tendrils to either side of its head extended once more, lighting up another battery of white pinpoints.

Mach had a surprise for the ancient weapon, however, and released his first attack. From his awkward position, he was rewarded with the sight of the construct flinching slightly, its steps stopped and its stance widening. Both arms unfolded to cover its face and its whole form ghosted for a moment, going dark and shadowed, but the beam scorched through all the same, slicing through its incorporeal state with ease. As the light faded, he could see a very large crescent cored almost clear through the machine's upper torso, and it looked like some satisfyingly grievous damage, finally. Within moments of the smoke clearing, however, the destroyed section began to repair itself, connecting severed cables and rapidly bridging the gaps, while the outer metal cover began to extend and reform. Another pulse of energy rippled over it, and the steely lustre returned again.

Mach attacked again, giving Shrike the cover it needed to take over Mach's flight capabilities for him, though the explosive geyser didn't seem to harm his target. It did send traces of ice all across its lower body, however, as the remaining water began to freeze to it, rather than sliding away. Uncaring, the mech lowered its head towards Mach and the bombardment of laser points began once more in earnest. Still prone as he was, there was little Mach could do to avoid the mass of tracer shots, though his shields held off some of them. After his shields gave out, Mach felt three more impacts strike his body directly, though they lacked power. This bombardment seemed to truly be a tracer barrage to help pin down a target, rather than doing a great deal of harm, though the moment he had been struck, his harassing decoys had once again been dispelled.

Usually such a thing might precursor a stronger attack, though if Mach had this realisation it would be just moments before a series of five brilliantly crackling blasts erupted from it; two from each hand, and one from somewhere in the centre of its chest. Three of the five hit Mach as Shrike struggled to get him up, and these ones definitely hurt. The two that missed him blasted past, then stopped, hanging in the air and crackling a moderate distance from Mach's body. The war machine was holding its hands out to the side now, with small cackling energy tethers encircling each of them. The armoured face-plate of its helmet remained, as always, coldly impassive, though its body language, if it could be said to have some, seemed to have grown more intense since Mach had harmed it.

Mach's summoned allies came in in an effort to take some of the heat away from him, and though the fighter plane swooped low to block the line of sight, its machine gun fire scattered off the much larger machine without effect. The next moment happened altogether too quickly, as a roar like jet engines gave way to the massive machine blasting forward at a speed wholly unbecoming of something so large. The Fighter-plane got buffeted as it passed, though fortunately, Shrike managed to assist Mach himself out of the way of the sudden charge at the last moment. The SP itself didn't quite manage to avoid the buffeting force in the process, but its shield took the brunt for it.

It spun at the end of its dash, large engine thrusters on the backs of each of its heels blazing with a tight blue flame. It lifted its fore-legs off the ground, then jumped lightly, kicking the back feet off just after. The ground still tremorred from the weight of the construct moving about. It could probably take off with boosters of that grade, which was a worrying thought on its own, even without Mach's debilitated state.

As he summoned more attacks to harry the machine, Mach found the forceful moments from Shrike and his own efforts were enough to get some small measure of mobility back into his limbs, though he could already feel the fresher payload of corrupting data threatening to stop him cold again. the war machine attempted to spin about stepping away from the ambushing summons, but even though it failed to escape their lancing spears, the attack itself broke on the behemoth's steel chassis. Its head turned, scanning the field and pausing briefly on each of the new arrivals, before it extended one arm out towards Mach. He was able to dodge, just barely, the laser bolt that followed, and a quick triangulation would tell him that it had actually been aiming at Shrike instead. Fortunately, Mach's own bust of movement had carried the SP to safely, though if he wanted to get airborne again he would need to put himself entirely in Shrike's various limbs.

The gradual recovery and reconstruction of the serious injury Mach had dealt it had continued the entire time they'd been exchanging blows, and the regeneration showed no signs of running out, either. Mach's Knight leaping high up to crash onto its target's back didn't really help the situation, unfortunately. It landed solidly, and there was a dull, creaking sound as the weight of the chess piece drove the weapon's feet a few inches into the frozen soil beneath the snow.... but otherwise the construct seemed unmoved by the knight now perched precariously on its back like a confused cavalier. It flexed its shoulders then shook out its lower half as well, almost, but not quite, unseating the knight. The freezing ice cracked away amidst a flash of steam and another pulse of lights across its form.

Once more the bright metal sheen faded from its body, but Mach's own time ran out a moment later as the repeat debilitations took root in him again. The two remaining balls of light hovered still, and it was hard to avoid feeling like they were tracking on him, even though they were still in the air for now.

-=Remnant=-
[No Designate Registering]: 580Hp [Snow][Directly opposite Mach][SteelBody Expired][Blind!]

-=Navis=-
Machman.Exe: 435Hp [Snow][Freeze!(1)][Hold!(1)][Body-Pack Uninstalled!][Two Shots Homing!]
Shrike.SP: 100Hp [Equipped to Mach]

Air Raid: 65Hp [Above Snow][2 Turns Left]
Knights: 100Hp [On target's back?][2 Turns Left]

-=Terrain=-
65% Snow
  • Non-Aqua Elementals get -10% Evasion and reduced movement speed.
  • Wind attacks: +100% Source Damage. Imbue Aqua if Null. Change terrain hit to Ice for 1 turn after turn hit, then back to Snow.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Fire attacks: Change terrain hit to Ice, generate Frosty Mist: -10% Accuracy for Non-Aqua Elementals, +10% evasion against Non-Aqua Elementals, Freeze1 effect for any Aqua or Wind attacks.
  • PanelShot: Imbue Aqua + Freeze1.

15% Ice
  • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Elec attacks: +100% Source Damage.
  • Fire attacks: Change terrain hit to Sea.
  • PanelShot: Imbue Aqua + Freeze1.

15% Cracked
  • Changes to Broken when stepped on, chance to fall in when triggered.
  • Burrow: Change terrain to Broken, Null 50 to burrower.
  • Panel Crack attacks, >100 Damage Break/Impact/Drop attacks: Change terrain hit to Broken.
  • PanelShot: Splash1.

5% Normal
  • No effects.