Precarious Poaching

((From Mazer's House))

A few days after their previous foray into the last Chaos Network, Mach and his SP materialized in the unfamiliar area with a flash of cyan light. Mach's dark, angular and aerodynamic armor looked unchanged, but Mazer had figured out and implemented a fix to Mach's "depth perception" problem: Unseen areas on his engine pylons and even his legs were equipped with unseen transceivers, giving his radar-inspired vision to have multiple angles of view, as if he was given extra eyes on different areas of his body. They tested it with Shrike flying around in varying distances, but now this would be the ultimate stress test.

Shrike remained secured to Mach's armor just behind his opaque dark-cyan canopy, and scanned the area with its large eye even as Mach started to ease himself forward, not taking to the sky quite yet.

((Ready for Battle #1))
((Bounty: Doomer))
((Shrike Chip Preset: 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
))
The portion of the dilapidated and darkened Okuden net that Mach entered into looked like it may have once been a field and garden area, with mostly flat land all around and the tree line beginning only a fair distance away, off to the north. Mach's own perception of the space may have lacked the traditional niceties, but in this particular case there wasn't a huge amount of beauty to perceive. The ground was mostly churned and tossed, with broad patches of boggy mud and a few remaining belligerent tufts of grass poking up here and there. The faded lines where field borders and garden beds may once have been tended would have been hard to make out for someone with keen vision; at this point they were so gone to the wilds that it would be surprising if Mach's scanning could identify them as something to differentiate at all.

What he could see, not far ahead, were a selection of plant-like viruses scattered in their residence here. To his north west, a gnarled old Killplant was bedded down in a patch of mud. Not too far from it, a little further east, the woody form of a strong and weathered Viney. More directly to Mach's east, closer to him than the others, a cornstalk virus bobbed slowly, though of all of them it perked up to his presence the fastest. Directly north of Mach's position, a fair distance off, the remain of what might once have been a scarecrow stood ruined, though resting on the top of its crossbar, in place of a head, one of his target viruses shook itself and rose up slightly. Directly between mach and the Doomer, a single flower stem thick and about as tall as a navi, rose up in a curve to a very large flower that held a purple data crystal in its petals. It seemed to be the odd thing out in this place, healthy and bright, amidst the degradation.

-=Problem Plants=-
KillFleurKillFleur (KillPlant)

Area: Beach, Yumland, Netfrica, Dentech

HP: 220
Primary Attack Damage/Effect: 150 Wood
Primary Attack Accuracy: C
Primary Attack Description: The virus spits a large wooden seed at one target, like a bomb. If it misses, it remains on the field for one turn.
Secondary Attack Damage/Effect: 150 Wood + Ground + Line Attack + Aqua Boost(+150 Wood, +AccuracyUP)
Secondary Attack Accuracy: C / B
Secondary Attack Description: If the seed is left alone for one turn, it will erupt into a Wood Tower attack. If the seed is hit by any Aqua based attacks or it lands on a Sea Panel, it will double in power and speed.
Element: Wood
Possible Rewards (Per virus): TreeBomb3, Zenny
Special: This virus is immobile.
- The Seed is immune to damage.
- Fire and Impact will destroy the Seed.
- This virus attacks every turn.
: 220Hp [Mud]
VinertVinert (Viney)

Viney viruses do not move or dodge. Viney viruses require the presence of Grass, Soil, or Mud terrain in order to appear in battle, and they always appear on these terrain types. Vineys are rooted in place, and cannot be moved. The main body of a Viney is immune to any and all forms of attack except fire element damage, but the vines the viruses uses to attack with are vulnerable to all attacks. The virus attacks by using a group of thorny vines to creep up out of a nearby panel, then move towards the victim in hopes of capturing them. Once the vines make contact, they wrap around the victim, and hold them in place while causing damage. The vines can only be escaped from by the target if the target dedicates an action with decent roleplay attempting to escape. The vines may also be cut or burned in order to allow the target to escape, but in the case of fire, the target sustains double the fire damage of the attack used to burn the vines. Summoning the group of vines requires an action, moving the vines requires an action, and damage is dealt to a captured target for each action the Viney spends trying to hold the target in place. Both the vines and the virus itself are damage zones. Any damage either one sustains counts against the virus' HP. Both are subject to terrain effects and those effects stack as if the virus were in two places at the same time (because it basically is).

Area: Okuden Valley, Yumland, Netfrica, Dentech

HP: 240
Attack Damage/Effect: 50 Wood + Bind
Attack Accuracy: A
Attack Description: Seeks and wraps enemies by sticking writhing vines through the ground.
Element: Wood
Possible Rewards (Per Virus): Rope3, Zenny
Special: Bind: This is a virus-only form of instantly-activating Hold that does not count as a status effect (thus cannot be removed with status cure). Bind works on a per-action basis, instead of per-turn, and is maintained by physical contact with the source. A target suffering the effects of Bind also becomes weak to Fire. Bind is canceled by attacking the source with Fire or Slashing damage, or spending one or more actions to escape with good RP quality. Using Fire to remove the Bind source also damages the trapped victim.
Special: Immobile.
- Vines can be attacked for damage.
- Can use Grass Stage once.
: 240Hp [Grass]
GigaCornGigaCorn (BombCorn)

BombCorn move and dodge at average speed. They may move every turn as a free action once. They cannot move and attack at the same time.

Area: Okuden Valley, Dentech, Yumland

HP: 240
Attack Damage/Effect: 50 Wood + Blast1 x 2 Targets
Attack Accuracy: D
Attack Description: Launches bombs of corn at opponents
Element: Wood
Possible Rewards (Per Virus): CornShot3, Zenny
Special: Can use AreaGrab.
: 240Hp [Soil]
DoomerDoomer (Boomer)

Boomers cannot be damaged from any direction in the forward hemisphere so long as they carry their boomerang. Any attacks from the rear hemisphere or Break attacks hit normally. Boomers launch their boomerang when they attack, leaving themselves open to counter attacks. Boomers move by floating through the air, and are immune to the effects of Anchor. They are, however, still subject to the effects of terrain. They cannot be forced to submerge into liquid terrain, nor can they be buried in solid terrain. Boomers are horrible at dodging, as they generally rely on their Rang-Guard ability.

Area: SciLab, Okuden Valley, Dentech

HP: 220
Primary Attack Damage/Effect: 75 Wood + Piercing(Arc) + Group Attack
Primary Attack Accuracy: C
Primary Attack Description: Fires a wooden boomerang that travels in a wide arc, striking all who stand in its path. The boomerang passes through everything it hits.
Secondary Attack Damage/Effect: 25 Wood + Slashing x3 Hits
Secondary Attack Accuracy: B
Secondary Attack Description: Fires a boomerang directly ahead at high speed, creating a pair of damaging afterimages that fly in its wake. The attack is such that if the first hit connects, the second and third will connect as well.
Element: Wood
Possible Rewards (Per Virus): Boomerang3, QuickBoomerang3 (Rare), Zenny
Special: AirShoes, ShadowShoes.
Special: Rang-Guard: Blocks frontal attacks when not attacking.
- Can use PanelGrab as a free action each time another virus is deleted.
: 220Hp [Soil][More than 1 movement away]

-=Weed-Wacker=-
MachMan.Exe: 640Hp [Over Soil]
Shrike.Exe: 100Hp [Equipped to Mach]

-=Overgrown Garden=-
60% Soil
  • Wood Elementals get +10% Evasion.
  • Wood attacks: +100% Source Damage, change terrain hit to Grass.
  • 100 Damage Aqua attacks: Change terrain hit to Mud.
  • 100 Damage Fire attacks: change terrain hit to Coal.
  • PanelShot: Imbue Wood.
[Large portion of area]
30% Mud
  • Non-Wood Elementals get -10% Evasion penalty and reduced movement speed, 25% (+/-25% RP) chance to fall or get stuck (1 action to get free).
  • Automatically triggers Aqua Boost for appropriate chip attacks.
  • Wood attacks: Change terrain hit to Soil.
  • PanelShot: Imbue Wood + Slow1.
[Two large patches, to the north east and north west]
10% Grass
  • Wood Elementals get +5 HP/action.
  • Fire attacks: +100% Source Damage, change terrain hit to Soil.
  • PanelShot: Imbue Wood.
[Small scattered patches]

-=Forgotten Flower?=-
PMD: 20Hp [Grass]

-=Battle 1, Fight!=-
"Bandit! 091 at 6, 320 at 10, 340 at 11, 360 at 20," Shrike alerted, giving the viruses locations relative to its (and coincidentally Mach's) position. MachMan's "vision" more-or-less reflected the same; he had four distinct sensor returns, each identified by the virus name, and any focus on a specific virus caused a brief data readout to appear nearby with basic information. It was the same as he always had, but now that it was his only way of "seeing" the world around him, it was much more noticeable and potentially critical. He also detected a PMD on some pillar-like object between him and the Doomer, fouling the line of sight between him and his bounty.

To get past this obstruction, he gave a silent command to his SP, which disconnected from his fuselage and rocketed upwards with the help of the small turbojets in its stubby little legs. The sound of his SP's engines were quickly drowned out by his own as they roared to life. Thanks to the sheer amount of thrust and added vectoring, Mach took only a single step before going airborne. His head peered down and "through" his chest armor as his body rose and yawed to the left to get himself above the quagmire, a clear line of sight with the Doomer, and put more distance between himself and the GigaCorn. " GrabRevengeDamage: Trap(80 + Stun + To-All-Clause (Enemies)): Teleport
Accuracy: S
Description: Upon activation, remains dormant until an opponent uses a teleportation ability, at which time it triggers and deals all enemies damage and stun. This trap does not prevent successful teleportation.
Duration: Once
Element: Null
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.
Trader Rank: B
, 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
, 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
, and FlameLine3Damage: 170 + Ground Attack + Wide Attack
Accuracy: B
Description: A wall of fire erupts from the ground, burning up to 3 targets.
Duration: Once
Element: Fire
Trader Rank: B
,"
he ordered to his NetOp, who had chips at the ready as soon as his Navi logged in; it wasn't the first time they'd been in a chaos network, and he assumed combat right off the bat.

Shrike twisted in the air as it climbed, leaving behind a twisting pair of contrails behind. While its body twisted, its eye remained prefectly stationary while gazing skyward, thanks to the "floating" frame in which it was housed. Suddenly a dome of near-transparent blue energy materialized in front of the small SP, courtesy of its Navi below. Shrike stopped its roll and its eye snapped towards the ground below, picking out its designated targets while a large, three-tubed missile launcher began to materialize over its right shoulder.

Meanwhile, Mach activated an older, but previously unused chip he and Mazer decided to add to the arsenal in an attempt to tailor it for their designated prey. Much like his ElementTrap chip, the GrabRevenge activated without fanfare or even a peep, but made a battlefield-wide trap that would be triggered by anything hostile attempting to teleport. Though he had no idea if he could detect enemy fire, let alone what it would look like, he continued to remain defensive and attempt to avoid whatever the viruses likely tried to hurl his way. Though he anticipated it would briefly cause himself to become disoriented, possibly even nauseous, he pitched upwards and cut his throttles, only to slam them forward once he'd gone nearly inverted so he rocketed backwards as he finished his back flip. As he did so, two dark orbs were thrown from his body, which rapidly activated their holoprojectors and made it appear Mach multiplied from 1 to 3.

Thankfully Shrike had no risk of disorientating itself, and it was the first to strike back. Its limbs snapped out of its aircraft configuration and reoriented themselves so he was "standing" upright and facing the viruses below, while its eye jerked slightly in multiple directions, mechanically snapping its focus among the Doomer, GigaCorn, and Vinert. This also brought the launcher into firing position, and it didn't take long for ocular SP to lock on to its targets. With no other warning, the backs of the rectangular launch tubes exploded in flame before a large rocket blasted through their respective launcher's front cover and streaked towards the ground one after the other. The ripple-fired rockets corrected their flight paths immediately after leaving the launch tubes to point themselves towards their respective targets, but were incapable of any further course corrections. Less than a second later, an one-two-three chain of fiery explosions erupted over the battlefield as the rockets impacted and detonated their high explosive-incendiary warheads.

Still not yet used to his new "eyes" enough to engage himself, Mach summoned a wingman for Shrike in the form of a small, angular FighterPlane shaped similar to Mach's upper torso armor, sans arms. The small aircraft zoomed off and briefly flickered its small afterburner to get up to an appropriate airspeed before making an arc-shaped banking turn to put itself in line with the Vinert virus. After it rolled wings-level and put its gunsight on the twisted, mean-looking KillFleur, it opened up with its twin machineguns with a chattering barrage of small-caliber bullets in an attempt to perforate the target. The bullet and smoke-spewing guns left behind small puffs of smoke as the plane continued to dive through its strafing run, only to quickly bank and climb once it completed its 15-round burst.

Meanwhile, Mach himself remained passive, but his right arm from the point where it connected to his engine nacelle down suddenly transformed into a heavily armored, dark orange-hued arm with a massive sledgehammer-esque fist. While the chip mainly granted Mach a limb capable of delivering a crushing right haymaker, it also slightly took over his own targeting by honing in on the first enemy to score a hit on the invisible I-field that suddenly surrounded the Navi's body. While more direct, for now he left front-line combat to his SP and FighterPlane.

Shrike continued its assault as silently ordered, but it didn't use the launchers, which were now hollow boxes blackened by their rockets' boosters. Instead its mechanical eye focused on the freshly-strafed KillFleur. The SP's shutter-like iris tightened and changed from a vibrant green to a deep red, announcing the activation of its attack. A split second later, a perfectly straight line from the SP's iris began to burn an equally deep crimson, forming a beam of blinding light and searing heat that the SP attempted to use to overly prune the KillFleur.

Now that Mach had a few moments to re-cage his bearings, he felt he had enough capability to at least try a single direct attack. His left arm transformed into a familiarly-shaped launcher with its X-arrayed cylinders from the launcher's base. Said cylinders briefly glowed orange and rippled with heat before whatever super-heated material inside was "loaded" into the rocket nestled within the launcher. Mach pointed the weapon forward and slightly towards the ground, and was briefly satisfied to see a targeting pipper materialize in his "vision." He then maneuvered the launcher to move the intended impact area of the weapon so it could possibly cover the GigaCorn, if it remained on the field. It would be beneficial if he could have the Doomer and Vinert in the blast radius as well, but wouldn't wait long nor risk damaging the PMD; his priority target was the GigaCorn.

After confirming his aim, a single rocket blasted from the launcher and zoomed to the ground below before impacting with a briefly anti-climactic thud. A split second later, the ground welled up and erupted with a towering wall of fire that stretched across a significant portion of the battlefield, bathing the entire battlefield in light and scorching anything that managed to get caught in the geysers of flame.

If anything else remained on the field other than the PMD, Mach and his twin decoys tried jetting hard to his left in an attempt to shake off enemy fire/target locks, and activated his recovery programs regardless. His limbs and armor briefly glowed green as they were flooded with recovery data, regenerating any damage to his armor and/or limbs and replenishing expended energy. Meanwhile, Shrike "reloaded" its custom-skinned Magnum chip thanks to its ballistics-tuned subtype. While one couldn't see new missiles loaded into the launch tubes, each of the three tubes seemed to refresh, leaving them clean and complete with pristine covers on both their breech and muzzle ends.


ACTIONS: Passive Haste, Accuracy Enhancement, Status Cure, Dodge x2, Decoy x2
S1. Movement: Fly to High Altitude
M1. Feint: gain altitude
M2. Heavy Shielding: Shrike.SP (5-hit Shield + 3TCD)
M3. GrabRevengeDamage: Trap(80 + Stun + To-All-Clause (Enemies)): Teleport
Accuracy: S
Description: Upon activation, remains dormant until an opponent uses a teleportation ability, at which time it triggers and deals all enemies damage and stun. This trap does not prevent successful teleportation.
Duration: Once
Element: Null
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.
Trader Rank: B

-Passive Dodge- [+Scramble]
S2. Magnum2Damage: 150 + 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: B
: Doomer, GigaCorn, Vinert [+Marksmanship]
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
: Attack KillFleur-
M4. 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
S3. Optic Blast: KillFleur (80dmg [color=red]Fire + Break + Blind + 4TCD)
M5. FlameLine3Damage: 170 + Ground Attack + Wide Attack
Accuracy: B
Description: A wall of fire erupts from the ground, burning up to 3 targets.
Duration: Once
Element: Fire
Trader Rank: B
: GigaCorn, Doomer, Vinert
-Passive Dodge- [+Scramble]
M6. Auto-Injectors: MachMan (Heal 135 + 5TCD)
-Shrike: Reload 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
-

DecoyA: Mirror Mach on his left side
DecoyB: Mirror Mach on his right side
With mostly grounded, plant-based foes in front of him, Mach and Shrike both took to higher altitudes. While lack of traditional sight might have spared the navi their less than healthy appearance, the incoming attacks that began to register for him were clear enough; the doomer virus was the first to respond to his climb, angling upwards to trace him, and launching a trio of rapid shots that streaked upward, close together. However they appeared within Mach's sensory array, it was enough for him to twist and angle out of the way as he climbed, letting the rapid-fire boomerangs shoot past without connecting.

Just as he finished this manoeuvre, and gave shrike some more protection, a large seed rocketed past him as well, from the other side, arcing over his shoulder and falling back to the ground where it embedded in the churned soil below, pulsing slightly. The rest of the plants were eagerly attempting to shoot him down while Mach positioned; the corn one shot a duo of explosive kernels into the sky as well, missing mach and striking with a loud pop against Shrike's shielding. As aggressive as they had rapidly become, Mach continued his more methodical plan, laying down his own protections first; as his decoys split off, the doomer swivelled back and forth below, trying to assess its targets clearly, while the vine plant seemed to flex, digging its vines into the ground, only for a stream of them to burst suddenly upwards underneath where Shrike was flying. Quick as the small SP was, the mass of tendrils reached up to ensnare it, binding and pressing against its shields as it started trying to drag it back down to the ground.

The boomerang virus gave up trying to work out which mach was which and launched its boomerang in a broad arc, aiming to crash through all three instead. It was an unwieldy shot, and though it managed to strike the first decoy, dispersing it, the arc cut too narrow to hit mach, and to wide to land on his other decoy; the virus still couldn't tell which one of the two remaining was real.

It's confusion stopped being a problem a moment later, when Shrike, twisting in its bonds, launched the trio of heavy magnum rounds back down towards the ground, bombarding the viruses below with fiery annihilation. The vines holing it degraded into ash and its normal flight pattern recovered. With only one virus left, after that barrage, the every trust fighter plane that served as Mach's other ally made its attack run on the kill plant; it reared back and spat another seed in mach's direction missing again, to leave a second large seed pulsing in the soil, before the fighter's machine fire riddled it with a scattering of shot. Fewer clean hits than either it or Mach might have hoped for, but the difference was swiftly made up for by Shrike's pinpoint optic blast, which burned the remaining plant away. The seeds pulsed again, then crumbled into junk data.

In a matter of seconds the field had been cleaned up, with both Mach and shrike undamaged. On reflection, Shrike had managed to truly earn its keep this time around, responsible for all four virus deletions. It reloaded its magnum chip, ready for the next round.

-=Problem Plants=-
KillFleurKillFleur (KillPlant)

Area: Beach, Yumland, Netfrica, Dentech

HP: 220
Primary Attack Damage/Effect: 150 Wood
Primary Attack Accuracy: C
Primary Attack Description: The virus spits a large wooden seed at one target, like a bomb. If it misses, it remains on the field for one turn.
Secondary Attack Damage/Effect: 150 Wood + Ground + Line Attack + Aqua Boost(+150 Wood, +AccuracyUP)
Secondary Attack Accuracy: C / B
Secondary Attack Description: If the seed is left alone for one turn, it will erupt into a Wood Tower attack. If the seed is hit by any Aqua based attacks or it lands on a Sea Panel, it will double in power and speed.
Element: Wood
Possible Rewards (Per virus): TreeBomb3, Zenny
Special: This virus is immobile.
- The Seed is immune to damage.
- Fire and Impact will destroy the Seed.
- This virus attacks every turn.
: DELETED
VinertVinert (Viney)

Viney viruses do not move or dodge. Viney viruses require the presence of Grass, Soil, or Mud terrain in order to appear in battle, and they always appear on these terrain types. Vineys are rooted in place, and cannot be moved. The main body of a Viney is immune to any and all forms of attack except fire element damage, but the vines the viruses uses to attack with are vulnerable to all attacks. The virus attacks by using a group of thorny vines to creep up out of a nearby panel, then move towards the victim in hopes of capturing them. Once the vines make contact, they wrap around the victim, and hold them in place while causing damage. The vines can only be escaped from by the target if the target dedicates an action with decent roleplay attempting to escape. The vines may also be cut or burned in order to allow the target to escape, but in the case of fire, the target sustains double the fire damage of the attack used to burn the vines. Summoning the group of vines requires an action, moving the vines requires an action, and damage is dealt to a captured target for each action the Viney spends trying to hold the target in place. Both the vines and the virus itself are damage zones. Any damage either one sustains counts against the virus' HP. Both are subject to terrain effects and those effects stack as if the virus were in two places at the same time (because it basically is).

Area: Okuden Valley, Yumland, Netfrica, Dentech

HP: 240
Attack Damage/Effect: 50 Wood + Bind
Attack Accuracy: A
Attack Description: Seeks and wraps enemies by sticking writhing vines through the ground.
Element: Wood
Possible Rewards (Per Virus): Rope3, Zenny
Special: Bind: This is a virus-only form of instantly-activating Hold that does not count as a status effect (thus cannot be removed with status cure). Bind works on a per-action basis, instead of per-turn, and is maintained by physical contact with the source. A target suffering the effects of Bind also becomes weak to Fire. Bind is canceled by attacking the source with Fire or Slashing damage, or spending one or more actions to escape with good RP quality. Using Fire to remove the Bind source also damages the trapped victim.
Special: Immobile.
- Vines can be attacked for damage.
- Can use Grass Stage once.
: DEETED
GigaCornGigaCorn (BombCorn)

BombCorn move and dodge at average speed. They may move every turn as a free action once. They cannot move and attack at the same time.

Area: Okuden Valley, Dentech, Yumland

HP: 240
Attack Damage/Effect: 50 Wood + Blast1 x 2 Targets
Attack Accuracy: D
Attack Description: Launches bombs of corn at opponents
Element: Wood
Possible Rewards (Per Virus): CornShot3, Zenny
Special: Can use AreaGrab.
: DELETED
DoomerDoomer (Boomer)

Boomers cannot be damaged from any direction in the forward hemisphere so long as they carry their boomerang. Any attacks from the rear hemisphere or Break attacks hit normally. Boomers launch their boomerang when they attack, leaving themselves open to counter attacks. Boomers move by floating through the air, and are immune to the effects of Anchor. They are, however, still subject to the effects of terrain. They cannot be forced to submerge into liquid terrain, nor can they be buried in solid terrain. Boomers are horrible at dodging, as they generally rely on their Rang-Guard ability.

Area: SciLab, Okuden Valley, Dentech

HP: 220
Primary Attack Damage/Effect: 75 Wood + Piercing(Arc) + Group Attack
Primary Attack Accuracy: C
Primary Attack Description: Fires a wooden boomerang that travels in a wide arc, striking all who stand in its path. The boomerang passes through everything it hits.
Secondary Attack Damage/Effect: 25 Wood + Slashing x3 Hits
Secondary Attack Accuracy: B
Secondary Attack Description: Fires a boomerang directly ahead at high speed, creating a pair of damaging afterimages that fly in its wake. The attack is such that if the first hit connects, the second and third will connect as well.
Element: Wood
Possible Rewards (Per Virus): Boomerang3, QuickBoomerang3 (Rare), Zenny
Special: AirShoes, ShadowShoes.
Special: Rang-Guard: Blocks frontal attacks when not attacking.
- Can use PanelGrab as a free action each time another virus is deleted.
: DELETED

-=Weed-Wacker=-
MachMan.Exe: 640Hp [High Altitude]
Shrike.Exe: 100Hp [High Altitude]

-=Battle 1, Victory!=-
Spoils: 6000z, 46 BugFrags, Doomer Bounty +1
Open PMD?
Indeed Mach was able to "see" the attacks coming, they registered in his consciousness as red "stars" bordered in white and left a faded red streak as they moved, so the Doomer's boomerang triplets looked more like firework shells being launched upwards at him (that thankfully lacked the explosive apogee found in their real counterparts) Along with the "visual" indication, he heard a shrill Allegro-like tempo of beeps whenever the viruses faced the Navi, which turned into a solid tone once the projectile(s) was/were fired. It was initially jarring, but thankfully not too much to become overwhelming among the normal percussive orchestra of the active battlefield.

Thankfully the tones went silent as the field was scorched clean of all viral signatures, prompting a chirping "Radar Clear," notification from Shrike and Mach's slow descent to the raised PMD. He instinctively reached towards the PMD, but realized his potential mistake and briefly drew his hand back. A moment later, a field of orange data materialized over the PMD, then started to shift and pivot like a wireframe Rubik's Cube. It didn't take long for the data field to click to a stop, and it briefly flashed green to indicate the completion of its purpose, and disappeared. While surprises were fun, Mimics were not...

After confirming the Untrap subchip did its "magic" he again reached up and towards the PMD, with intent to open.

((Use Untrap x1 [now 2 remaining], then Open PMD))
After spending a few moments to scan and rectify the data properly, the crystal unpacked itself at Mach's touch, delivering a piece of chip data that had been stored away here for who knew how long.

PMD: WindDragon2Damage: 220 + Confusion + Homing x 3 Targets
Accuracy: B
Description: Summons a Greengon from broken or missing terrain to breathe whirlwinds on up to three enemies, knocking them for a loop. Rare
Duration: Once
Element: Wood
Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
Trader Rank: B
While the chip data appeared as nothing more than an amber blip in his "vision," the brief data blurb describing the chip was much more noteworthy. He'd never seen a chip quite like this one; and while situational, it was definitely powerful. That said, Mach's reaction was fairly muted.

Mazer's; on the other hand, was slightly more energetic when the chip data was successfully downloaded to the PET. "Wow, now that's something you don't see every day..." he remarked with a whistle and added, "Those Untrap subchips have already paid themselves off!" Mach quietly grunted in agreement before turning away from the "pedestal" on which the PMD appeared to have sat.

Shrike had descended from its position high above the battlefield, and made a shallow dive towards Mach. The Navi then took to the sky as well and started to cruise deeper into the net, with his SP falling in neatly to his right flank.

((Ready for Battle #2))
((Doomer Bounty: 1 Kill))
As Mach flew on, seeing more battles and bounties, the old, forgotten stretches of Okuden showed their corrupted degradation beneath him. Where the upper nets might show vibrant woods, here, Mach would register mostly flat grounds and little of note; his limited sight wouldn't pick out the dried and devastated wastelands that he flew over. The stumps of shattered trees dotted the ground, and the land was churned and torn. Baked and dried out clay soil cracked in places, and very little moved.

Before long the signals of viruses showed up. Five signatures scattered across the nearby area as he approached. Far north, a teddy virus, resting amongst a collection a shattered rocks that may once have been a sculpture, rose to its hind paws and bellowed a roar at his approach. What might have looked like another rock, not far away, uncurled itself into an Aramdill virus, large and craggy-looking.

Another, a shell virus, remained closed for now, while a swarm of mosquitoes buzzed and massed aimlessly across the baked and torn ground. Not far away, he also picked out the signature of another of his bounty targets.

-=Viruses=-
Teddy3Teddy3 (Teddy)

Area: ACDC, Yoka, Okuden Valley, Yumland

HP: 260
Primary Attack Damage/Effect: 80 + Slashing
Primary Attack Accuracy: B
Primary Attack Description: Tears at an enemy with its claws.
Secondary Attack Damage/Effect: 40 + Impact x 2 targets
Secondary Attack Accuracy: B
Secondary Attack Description: Picks up and throws one enemy at another.
Tertiary Attack Damage/Effect: (Varies) + Impact
Tertiary Attack Accuracy: B
Tertiary Attack Description: Picks up and throws an object at an enemy.
Element: Null
Possible Rewards (Per Virus): RageClaw3, Zenny
Special: Will only use its secondary attack if there is more than one enemy. Will only use its tertiary attack if there is an object capable of being thrown.
Special: Can use RockCube once.
: 260Hp [Soil][North end of area]
Armadill3Armadill3 (Armadill)

Armadills require two actions to execute each attack. The first action is always a movement to line up with the target, and the second action is the actual attack. Unlike the games, Armadills do not roll back to where they started after each attack. Instead, they may uncurl at another location on the field.

Area: Electown, Okuden Valley, Dentech

HP: 220
Attack Damage/Effect: 100 Null + Group Attack + Breaking + Impact
Attack Accuracy: B
Attack Description: Attacks by rolling. Breaking.
Element: None.
Possible Rewards (Per Virus): IronShell3, Zenny
Special: MetalBody when attacking.
Note: MetalBody is identical to IronBody, but does not hamper movement. Non-Break attacks deal 0 damage, and Break attacks deal double.
: 220Hp [Normal][Central east of area]
ShellmanShellman (ShellGeek)

Shellgeeks alternate actions between attacking and guarding. These are the only actions Shellgeeks may perform, and the first action of every battle is always guarding. Shellgeeks will not break from this pattern unless forced to by status effects. The secondary attack of Shellgeeks can be used to grant an ally of this virus a free movement, or even to knock an ally out of the path of an oncoming attack.

Area: Yoka, Sharo, Beach, Okuden Valley

HP: 180
Primary Attack Damage/Effects: 30 Null x 2 Spears
Primary Attack Accuracy: B
Primary Attack Description: Fires two spears at one target.
Secondary Attack Damage/Effects: 60 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Fires a star tipped arrow. Can be used on an ally to move them. Causes no damage to allies.
Element: Aqua
Possible Rewards (Per Virus): QuadNeedle, StarArrow3 (Rare), Zenny
Special: Attacks every other action. IronBody when not attacking.
: 180Hp [Normal][Central north, In front of Boulder C]
SkeeturSkeetur (Skeeter)

Area: Yoka, Okuden Valley, Beach, Yumland, Netfrica

HP: 160
Primary Attack Damage/Effect: 160 Drain (Null)
Primary Attack Accuracy: B
Primary Attack Description: A swarm of Skeeters flies at the target. They will drain HP if they connect.
Element: None
Possible Rewards (Per Virus): Drain3, Zenny
Special: Omnishoes
: 160Hp [Normal][Near west of area]
DoomerDoomer (Boomer)

Boomers cannot be damaged from any direction in the forward hemisphere so long as they carry their boomerang. Any attacks from the rear hemisphere or Break attacks hit normally. Boomers launch their boomerang when they attack, leaving themselves open to counter attacks. Boomers move by floating through the air, and are immune to the effects of Anchor. They are, however, still subject to the effects of terrain. They cannot be forced to submerge into liquid terrain, nor can they be buried in solid terrain. Boomers are horrible at dodging, as they generally rely on their Rang-Guard ability.

Area: SciLab, Okuden Valley, Dentech

HP: 220
Primary Attack Damage/Effect: 75 Wood + Piercing(Arc) + Group Attack
Primary Attack Accuracy: C
Primary Attack Description: Fires a wooden boomerang that travels in a wide arc, striking all who stand in its path. The boomerang passes through everything it hits.
Secondary Attack Damage/Effect: 25 Wood + Slashing x3 Hits
Secondary Attack Accuracy: B
Secondary Attack Description: Fires a boomerang directly ahead at high speed, creating a pair of damaging afterimages that fly in its wake. The attack is such that if the first hit connects, the second and third will connect as well.
Element: Wood
Possible Rewards (Per Virus): Boomerang3, QuickBoomerang3 (Rare), Zenny
Special: AirShoes, ShadowShoes.
Special: Rang-Guard: Blocks frontal attacks when not attacking.
- Can use PanelGrab as a free action each time another virus is deleted.
: 220Hp [Normal][Near east of area]

-=Navi=-
MachMan.Exe: 640Hp [High Altitude]
Shrike.Exe: 100Hp [High Altitude]

-=Terrain=-
80% Normal
  • No effects.
[Most of the area]
10% Soil
  • Wood Elementals get +10% Evasion.
  • Wood attacks: +100% Source Damage, change terrain hit to Grass.
  • 100 Damage Aqua attacks: Change terrain hit to Mud.
  • 100 Damage Fire attacks: change terrain hit to Coal.
  • PanelShot: Imbue Wood.
[Small patch, northern end of area]
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.
[A few cracked patches around the edges of the area]

-=Objects=-
Shattered Boulder A: 60Hp [Hardbody] [Behind Teddy]
Shattered Boulder B: 40Hp [Hardbody] [Left of Teddy]
Shattered Boulder C: 90Hp [Steelbody] [In front of Teddy]

-=Chaos Battle 2, Start!=-
"Bandit! 005 at-" Shrike alerted then suddenly stopped, silenced by an unheard command; Mach could "see" the viruses ahead without needing the SP's confirmation. The pair briefly maintained their course while Mach sent his chip requests to Mazer. " 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
, 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
, 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
,"
he said with cold efficiency after quickly picking a course of action.

As Mazer loaded the first chips, Mach focused on the radar blip labeled as a Teddy-class virus. He'd encountered them before, and guessed the protrusions in the wireframe-like ground around it were likely something the virus could use with great effect against them. Because of this, he not only targeted the virus itself, but also its "ammunition." A trio of dark-leafed bushes silently sprouted up the ruined soil behind the virus and the boulders, not even making so much as a rustle of leaves. One bush briefly grew taller than the smaller bush directly in front of it, readying themselves behind the Teddy and the boulder at its back. In a wickedly silent and orchestrated strike, sharpened bamboo stalks shot forth. The two aimed at the boulders to the Teddy's rear and left stabbed forward first, while the third was stabbed forward less than a half-second later; it intended to have the first bamboo stalk to smash through the boulder at the Teddy's back, or simply bore a path for it to cleanly stab the Ursine virus in the back.

While the bamboo-lancing bushes silently attacked and sank back into the wasteland, a trio of fiery explosions burst over the battlefield. The source of the explosions could be traced via pale smoke trails to Shrike, who had a trio of spent rocket tubes mounted above its right shoulder. The high-explosive/incendiary rockets were aimed towards the Doomer, Armadill, and the remaining boulder, with the intent of countering the target's stubbornness with armor-cracking explosive force.

While Shrike continued on its course and continued to scan the field with its massive cycloptic eye, Mach peeled away in a diving barrel roll in anticipation of an initial/retaliatory volley. As he made a corkscrew path in the sky, it seemed to be in a spiraling orbit around what initially was just a brief spark in the air, but it quickly swelled up into a brightly glowing orb like an impossibly miniaturized star. After completing the evasive maneuver and with his frame bathed in light from the mini star overhead, both Mach and Shrike followed up on their initial attack with a twin pair of blinding energy beams.

The one aimed towards the swarm of tiny viruses by Mach manifested itself in a blazingly-bright ray of light that blasted through the air and through its target if it managed to hit, while also baking the ground below. The other, originating from Shrike's then crimson pupil, seemed to flash out of nowhere in the form of a crimson beam of searing heat, more than enough to melt through the ShellMan's tough shell and briefly sear the virus's optics if the SP's aim was true. Both beams were powerful, but short-lived, each leaving little more than a trail of flickering embers after only a few seconds.

Mach activated his nearly transparent energy shields as he assessed the damage and steeled himself for counterattacks. He didn't expect his multi-layered shield to hold for long, and called out one last chip request for the moment. " 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
as well,"
he grunted in a slightly less robotic and cold vernacular, then slammed himself into a brief knife-edge turn before rapidly rolling 180 degrees in the opposite direction and reversing direction, creating a sharp S-turn when viewed from above. If his body was anything like a human's, that maneuver likely would've caused the majority of the veins in his feet and toes to have ruptured from sheer blood over-pressure from the G forces.

After the rough evasive maneuver, Mach raised his right arm, which briefly became obscured in a swarm of roiling data, then revealed everything below the elbow had triplicated and left him with a perfect trio of lower arms and fists arranged in a triangular formation like missiles on a launch rail. A second later, the multiplied limbs acted like missiles themselves as they zoomed off with their rocket boosters blazing and sent them in shallow arcs towards the viruses below. Two of the fists hooked towards the ShellMan with intent to thoroughly pulverize the virus, shell and all, while the third streaked towards the Armadill to deliver a solid punch even through its heavily armored hull.

Shrike finally shifted to a briefly defensive stance as well, but instead of pulling off a complex aerobatic maneuver like its master Navi, it simply halted in the air before rocketing briefly upwards. Even during its sudden movement, its massive eye that made up the entirety of its torso maintained locked on MachMan, sending a flickering beam of energy to assist in re-energizing the Navi's shield generator. While his generator received a boost in power to more quickly refresh his energy shields, Mach moved to designate the targets of his newest attack. His mental gaze focused on four of the viral blips in his radar-esque "vision," causing their respective indicators to become wreathed in a flashing yellow border.

Meanwhile, a quartet of missiles materialized on the undersides of his twin engine nacelles. The missiles were situated in two pairs, two between his torso and his arms in his "armpit" area, and two mounted outboard of his arms. When the missiles fully formed and became armed, the flashing yellow borders turned solid red, indicating their "lock" on the virus's current positions. With his aim solidified, the the solid-fuel rocket motors of the inboard missiles lit, sending both of them rocketing forward and away from Mach's body before making a single correcting turn to send themselves on a beeline towards the Teddy and Doomer respectively. A split second later, the two outboard missiles launched as well, aimed towards the Skeetur swarm and the Shellman.

Regardless of their accuracy, the warheads eventually went off in two pairs; the first set exploded with an ear-piercing percussive boom which caused a visible shockwave in the air from the sheer concussive force, while the second set of explosions manifested in bright bursts of light. Anything caught in the first pair would find themselves dazed and disoriented, while the second would be somewhere on the visual spectrum of blurry to completely blind.

(Potentially) far enough away from the four sensory-scrambling explosions, Mach's missing right forearm was replaced with a massive, heavily armored alternative, complete with a fist that looked to be a mix between a human fist and a wrecking ball. The automated counter software assisted Mach in utilizing the heavy, melee-focused limb to parry an attack and respond with a crushing, lightning-fast counter. While Mach had readied himself to respond to an attack with a heavy-metal haymaker, his SP refreshed its trio of rocket launch tubes to "reload" a second salvo.

ACTIONS: Passive Haste, Accuracy Enhancement, Status Cure, Dodge x2, Decoy x2
M1. 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
: Shattered Boulder A, Teddy3, Shattered Boulder B,
S1. 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
Doomer, Armadill3, Shattered Boulder C
-Passive Dodge- [+Scramble]
M2. 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
: Skeetur
S2. Optic Blast: ShellMan (80dmg Fire + Break + Blind + 4TCD)
M3. Heavy Shielding: MachMan (5-hit Shield + 3TCD)
-Passive Dodge- [+Scramble]
M4. 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
: ShellMan x2, Armadill x1
S3. Divert Power (Dodge + Sig Chill [Heavy Shielding] + 2TCD)
M5. Scrambler Missiles: Teddy & Doomer, then Skeetur & ShellMan ((Confusion x 2) x 2 Targets) then (Blind x 2 Targets) + BusterLock + 11TCD
M6. 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
-Shrike: Reload 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
-

DecoyA & B: Inactive
Despite his new perspective, or possibly because of it, Mach's ever efficient and military approach to his battles remained as direct and pointed as ever, though possibly less cold to those he was working with than previously. Maybe it was a good sign? Regardless of this internal question, however, the chaos-level combatant was swift in assessing and requesting the most appropriate chip support for his situation.

Before any of his foes could respond properly - even before the Teddy had finished its challenging roar, in fact, Mach's first sneak attack lunged out from behind and skewered the bear and its nearby boulders. A burst of green energy sprang from the soil beneath it, engulfing the bear vigorously and leaving nothing behind. While this happened, Shrike targeted other foes on the field, blasting away the last boulder as well as burning the Doomer and Armadil severely. The Armadil tried its best to dodge away from the air-borne attacks, but it was slow and heavy when it was uncurled, and its evasive attempts didn't save it from a scorching. The Doomer wobbled and attempted to respond with a lightning quick volley of boomerang shots, but Mach was still quicker, his experienced corkscrew carrying him away from the attack almost as soon as it was launched.

The sun beam that came next seared the mosquitoes into data remnants before they could fly upwards to taste the new arrivals at all, and though the Shellman sealed itself up firmly to protect itself from damage, that only let Shrike's optic bolt do even more shell-destroying damage to it when it lanced downward; the virus opened a crack, venting smoke and steam, barely alive.

Still unable to reach its enemies and doing little of use, the Armadil turned to flee the scene, but rolling up in order to flee quickly proved to be as bad a mistake for it as staying around; Mach's triple fist meteor zipped down and crushed through its steely shell, sending the virus to sprawl in an uncurled heap as it skidded across the dirt. It wheezed, struggling and unable to stand, though Mach was unlikely to see these details, beyond that it had stopped fleeing. His other two fists shattered the Shell virus into data just as efficiently.

The doom changed tactics, attempting a wider show with its main boomerang in an effort to strike both Mach, and his patently very dangerous SP as well, but Mach dodged the wide shot easily and Shrike Zipped upwards in a vertical line just before the attack reached its position. There were only two foes left for Mach's scramblers to lock onto and they all found their marks, adding confusion and blindness to the sense of swiftly impending doom that was probably falling upon the remaining viruses.

The Doomer wasn't giving up, but as it launched another volley of rapid shots in Mach's direction, Mach was just preparing himself to counter such an offence; the first shot struck his counter field and the other two scored his shields in the same instant, but less than a moment later, Mach was delivering on a thundering counter strike that obliterated the virus once and for all.

The field was mostly clear, while Shrike reloaded its magnum; the only virus left was the Armadil, which still hadn't managed to stand up after the series of nasty blows it had suffered.

-=Viruses=-
Teddy3Teddy3 (Teddy)

Area: ACDC, Yoka, Okuden Valley, Yumland

HP: 260
Primary Attack Damage/Effect: 80 + Slashing
Primary Attack Accuracy: B
Primary Attack Description: Tears at an enemy with its claws.
Secondary Attack Damage/Effect: 40 + Impact x 2 targets
Secondary Attack Accuracy: B
Secondary Attack Description: Picks up and throws one enemy at another.
Tertiary Attack Damage/Effect: (Varies) + Impact
Tertiary Attack Accuracy: B
Tertiary Attack Description: Picks up and throws an object at an enemy.
Element: Null
Possible Rewards (Per Virus): RageClaw3, Zenny
Special: Will only use its secondary attack if there is more than one enemy. Will only use its tertiary attack if there is an object capable of being thrown.
Special: Can use RockCube once.
: DELETED
Armadill3Armadill3 (Armadill)

Armadills require two actions to execute each attack. The first action is always a movement to line up with the target, and the second action is the actual attack. Unlike the games, Armadills do not roll back to where they started after each attack. Instead, they may uncurl at another location on the field.

Area: Electown, Okuden Valley, Dentech

HP: 220
Attack Damage/Effect: 100 Null + Group Attack + Breaking + Impact
Attack Accuracy: B
Attack Description: Attacks by rolling. Breaking.
Element: None.
Possible Rewards (Per Virus): IronShell3, Zenny
Special: MetalBody when attacking.
Note: MetalBody is identical to IronBody, but does not hamper movement. Non-Break attacks deal 0 damage, and Break attacks deal double.
: 5Hp [Normal][North east of area][Blind][Confused(2)]
ShellmanShellman (ShellGeek)

Shellgeeks alternate actions between attacking and guarding. These are the only actions Shellgeeks may perform, and the first action of every battle is always guarding. Shellgeeks will not break from this pattern unless forced to by status effects. The secondary attack of Shellgeeks can be used to grant an ally of this virus a free movement, or even to knock an ally out of the path of an oncoming attack.

Area: Yoka, Sharo, Beach, Okuden Valley

HP: 180
Primary Attack Damage/Effects: 30 Null x 2 Spears
Primary Attack Accuracy: B
Primary Attack Description: Fires two spears at one target.
Secondary Attack Damage/Effects: 60 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Fires a star tipped arrow. Can be used on an ally to move them. Causes no damage to allies.
Element: Aqua
Possible Rewards (Per Virus): QuadNeedle, StarArrow3 (Rare), Zenny
Special: Attacks every other action. IronBody when not attacking.
: DELETED
SkeeturSkeetur (Skeeter)

Area: Yoka, Okuden Valley, Beach, Yumland, Netfrica

HP: 160
Primary Attack Damage/Effect: 160 Drain (Null)
Primary Attack Accuracy: B
Primary Attack Description: A swarm of Skeeters flies at the target. They will drain HP if they connect.
Element: None
Possible Rewards (Per Virus): Drain3, Zenny
Special: Omnishoes
: DELETED
DoomerDoomer (Boomer)

Boomers cannot be damaged from any direction in the forward hemisphere so long as they carry their boomerang. Any attacks from the rear hemisphere or Break attacks hit normally. Boomers launch their boomerang when they attack, leaving themselves open to counter attacks. Boomers move by floating through the air, and are immune to the effects of Anchor. They are, however, still subject to the effects of terrain. They cannot be forced to submerge into liquid terrain, nor can they be buried in solid terrain. Boomers are horrible at dodging, as they generally rely on their Rang-Guard ability.

Area: SciLab, Okuden Valley, Dentech

HP: 220
Primary Attack Damage/Effect: 75 Wood + Piercing(Arc) + Group Attack
Primary Attack Accuracy: C
Primary Attack Description: Fires a wooden boomerang that travels in a wide arc, striking all who stand in its path. The boomerang passes through everything it hits.
Secondary Attack Damage/Effect: 25 Wood + Slashing x3 Hits
Secondary Attack Accuracy: B
Secondary Attack Description: Fires a boomerang directly ahead at high speed, creating a pair of damaging afterimages that fly in its wake. The attack is such that if the first hit connects, the second and third will connect as well.
Element: Wood
Possible Rewards (Per Virus): Boomerang3, QuickBoomerang3 (Rare), Zenny
Special: AirShoes, ShadowShoes.
Special: Rang-Guard: Blocks frontal attacks when not attacking.
- Can use PanelGrab as a free action each time another virus is deleted.
: DELETED

-=Navi=-
MachMan.Exe: 640Hp [High Altitude][3-Hit Shield]
Shrike.Exe: 100Hp [High Altitude]

-=Terrain=-
70% Normal
  • No effects.
[Most of the area]
5% Soil
  • Wood Elementals get +10% Evasion.
  • Wood attacks: +100% Source Damage, change terrain hit to Grass.
  • 100 Damage Aqua attacks: Change terrain hit to Mud.
  • 100 Damage Fire attacks: change terrain hit to Coal.
  • PanelShot: Imbue Wood.
[Small patch, northern end of area]
5% Grass
  • Wood Elementals get +5 HP/action.
  • Fire attacks: +100% Source Damage, change terrain hit to Soil.
  • PanelShot: Imbue Wood.
[Where the Teddy was]
20% 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.
[A few cracked patches around the area]

-=Objects=-
Shattered Boulder A: DELETED
Shattered Boulder B: DELETED
Shattered Boulder C: DELETED
((Turn Splice))

The field was nearly swept clean of viral signatures in the first assault, leaving only the severely damaged and heavily incapacitated Armadill behind. The grounded and nearly crippled virus clearly was no longer a threat to the flying programs, but sympathy wouldn't be found from the emotionless, cycloptic Shrike, nor from its mangled and emotionally blunted master.

The SP briefly paused in the air and tilted its launcher towards the Armadill. It took aim at not only the virus itself, but also ahead and behind the virus; if it started to roll away, forward or back seemed to be the quickest and most obvious choices. The SP didn't delay to allow the virus to regain its senses, ripple-firing the three rockets in rapid succession. The SP was pelted with heat and smoke from each of the rockets' engines, but its unblinking gaze seemed unaffected as it watched the high-explosive/incendiary rockets zip down to the floor below and quickly erupt into several small, fiery explosions.

ACTIONS:
S1. 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
: Panel ahead of Armadill3, Panel behind Armadill3, Armadill3
With extra care for certainty, Shrike finished off the remaining virus, scorching the earth around it with its magnum burst. This left Mach free to gather the spoils of this brief scuffle unimpeded. There wasn't too much of interest really, other than a large amount of convertible currency; something that would translate to chip data from the bear had survived, but that was about all. The already barren section of damaged land had been given a new selection of craters, and Mach was free to move onward.

-=Viruses=-
Teddy3Teddy3 (Teddy)

Area: ACDC, Yoka, Okuden Valley, Yumland

HP: 260
Primary Attack Damage/Effect: 80 + Slashing
Primary Attack Accuracy: B
Primary Attack Description: Tears at an enemy with its claws.
Secondary Attack Damage/Effect: 40 + Impact x 2 targets
Secondary Attack Accuracy: B
Secondary Attack Description: Picks up and throws one enemy at another.
Tertiary Attack Damage/Effect: (Varies) + Impact
Tertiary Attack Accuracy: B
Tertiary Attack Description: Picks up and throws an object at an enemy.
Element: Null
Possible Rewards (Per Virus): RageClaw3, Zenny
Special: Will only use its secondary attack if there is more than one enemy. Will only use its tertiary attack if there is an object capable of being thrown.
Special: Can use RockCube once.
: DELETED
Armadill3Armadill3 (Armadill)

Armadills require two actions to execute each attack. The first action is always a movement to line up with the target, and the second action is the actual attack. Unlike the games, Armadills do not roll back to where they started after each attack. Instead, they may uncurl at another location on the field.

Area: Electown, Okuden Valley, Dentech

HP: 220
Attack Damage/Effect: 100 Null + Group Attack + Breaking + Impact
Attack Accuracy: B
Attack Description: Attacks by rolling. Breaking.
Element: None.
Possible Rewards (Per Virus): IronShell3, Zenny
Special: MetalBody when attacking.
Note: MetalBody is identical to IronBody, but does not hamper movement. Non-Break attacks deal 0 damage, and Break attacks deal double.
: DELETED
ShellmanShellman (ShellGeek)

Shellgeeks alternate actions between attacking and guarding. These are the only actions Shellgeeks may perform, and the first action of every battle is always guarding. Shellgeeks will not break from this pattern unless forced to by status effects. The secondary attack of Shellgeeks can be used to grant an ally of this virus a free movement, or even to knock an ally out of the path of an oncoming attack.

Area: Yoka, Sharo, Beach, Okuden Valley

HP: 180
Primary Attack Damage/Effects: 30 Null x 2 Spears
Primary Attack Accuracy: B
Primary Attack Description: Fires two spears at one target.
Secondary Attack Damage/Effects: 60 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Fires a star tipped arrow. Can be used on an ally to move them. Causes no damage to allies.
Element: Aqua
Possible Rewards (Per Virus): QuadNeedle, StarArrow3 (Rare), Zenny
Special: Attacks every other action. IronBody when not attacking.
: DELETED
SkeeturSkeetur (Skeeter)

Area: Yoka, Okuden Valley, Beach, Yumland, Netfrica

HP: 160
Primary Attack Damage/Effect: 160 Drain (Null)
Primary Attack Accuracy: B
Primary Attack Description: A swarm of Skeeters flies at the target. They will drain HP if they connect.
Element: None
Possible Rewards (Per Virus): Drain3, Zenny
Special: Omnishoes
: DELETED
DoomerDoomer (Boomer)

Boomers cannot be damaged from any direction in the forward hemisphere so long as they carry their boomerang. Any attacks from the rear hemisphere or Break attacks hit normally. Boomers launch their boomerang when they attack, leaving themselves open to counter attacks. Boomers move by floating through the air, and are immune to the effects of Anchor. They are, however, still subject to the effects of terrain. They cannot be forced to submerge into liquid terrain, nor can they be buried in solid terrain. Boomers are horrible at dodging, as they generally rely on their Rang-Guard ability.

Area: SciLab, Okuden Valley, Dentech

HP: 220
Primary Attack Damage/Effect: 75 Wood + Piercing(Arc) + Group Attack
Primary Attack Accuracy: C
Primary Attack Description: Fires a wooden boomerang that travels in a wide arc, striking all who stand in its path. The boomerang passes through everything it hits.
Secondary Attack Damage/Effect: 25 Wood + Slashing x3 Hits
Secondary Attack Accuracy: B
Secondary Attack Description: Fires a boomerang directly ahead at high speed, creating a pair of damaging afterimages that fly in its wake. The attack is such that if the first hit connects, the second and third will connect as well.
Element: Wood
Possible Rewards (Per Virus): Boomerang3, QuickBoomerang3 (Rare), Zenny
Special: AirShoes, ShadowShoes.
Special: Rang-Guard: Blocks frontal attacks when not attacking.
- Can use PanelGrab as a free action each time another virus is deleted.
: DELETED

-=Navi=-
MachMan.Exe: 640Hp [High Altitude][3-Hit Shield]
Shrike.Exe: 100Hp [High Altitude]

-=Terrain=-
70% Normal
  • No effects.
[Most of the area]
5% Soil
  • Wood Elementals get +10% Evasion.
  • Wood attacks: +100% Source Damage, change terrain hit to Grass.
  • 100 Damage Aqua attacks: Change terrain hit to Mud.
  • 100 Damage Fire attacks: change terrain hit to Coal.
  • PanelShot: Imbue Wood.
[Small patch, northern end of area]
5% Grass
  • Wood Elementals get +5 HP/action.
  • Fire attacks: +100% Source Damage, change terrain hit to Soil.
  • PanelShot: Imbue Wood.
[Where the Teddy was]
20% 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.
[A few cracked patches around the area]

-=Objects=-
Shattered Boulder A: DELETED
Shattered Boulder B: DELETED
Shattered Boulder C: DELETED

-=Battle 2, Victory!=-
Spoils: 6000z, RageClaw3Damage: 100 + Slashing (Attack) OR 50 + Impacting (Throw)
Accuracy: B / B then B
Description: Creates an impressive bear claw. Can be used to slash or throw enemies or objects.
Duration: Until Overridden/Broken. Breaks automatically after 6 uses.
Element: Null
Special: Throw: The wielder must first grab the target to be thrown, then the target is thrown in the direction/area indicated. A second check is made if against another object/enemy. Throw deals damage to both thrown object/enemy and the second object/enemy. Damage occurs at point of collision with the ground/wall/ceiling/etc. or an object/enemy, not during initial grab attempt. Objects deal their max HP in damage (instead of the chip's damage) if they hit an object/enemy, then break. If they miss, the object just takes the chip's damage. This chip has a variety of uses.
Trader Rank: B
, 53 BugFrags, Doomer Bounty +1
Shrike's rockets found their marks and gave the lone virus a blazing, almost mercifully quick deletion, leaving the pair to briefly orbit as they confirmed the battlefield had been cleared. Mach eventually landed, and enlisted the help of Shrike to gather up the spoils of the battle.

While on the ground, the two programs had starkly different gaits due to their builds; Mach's long, spindly arms and legs made him look equal parts graceful and awkward as he methodically picked through the now more-cratered soil. Meanwhile, Shrike moved in choppy, nearly waddling steps due to its almost comically short arms and legs, but it was no less efficient at picking up and downloading the zenny and battlechip data in its simple manipulator claws.

The pint-sized SP signaled its completion to Mach, to which they wordlessly took to the air and began to cruise deeper into the network, taking care to put a safe distance between them and the tops of the trees that surrounded the clearing.

((Ready for Battle #3))
((Doomer Bounty: 2 Kills))
Further into the more decrepit wastelands underneath the layers of the Okuden network, the soil began to grow steadily wetter, and the trees started to become shorter and shorter, until eventually, all was nothing but muddy wetlands. The thick mud spread out in all directions, even appearing to bubble up in some areas, with a few spots of dry land barely peeking out intermittently. Most of these dry patches had some green plant life living on them, but the rest simply survived in the mud itself, with masses of roots and little yellowish reeds popping up in places.

Atop one of the islets that dotted the place, a blue Metool looked about the area, its back turned to a Kabutank. They weren't alone, however, as a pair of spider viruses emerged from a bubbling patch of mud to one side of the islet, and a hairpin-shaped Doomer rose from the other side as well. Far off ahead, they would also be able to see a Swordy being entranced with a shiny purple crystal floating by itself in the mud. The Metool and the Kabutank spotted MachMan easily, pointing their gunbarrels towards him while they alerted the nearby viruses, but the far off Swordy was still distracted.

-- Local Wildlife --
ArachyArachy (Spider)

Spider viruses attack by setting webs on panels, objects, and other handy surfaces. The webs may even be strung between surfaces, such as blocking doorways. Anything that touches the webs triggers them detaching from whatever surface they were attached to and wrapping around the target. The webs cause a slow effect, as well as dealing damage for every action the target uses to dodge the following turn unless the webs are burned off, cut off, or removed by some other means. Status cure will not remove the webs, or the slow effect they generate. Spiders do not attack directly, and they may lay one panel's worth of webbing each turn for every action they possess. They may lay webs while moving. Spiders are immune to the effects of ANY WhiteWeb attacks, be they generated by Spider viruses or from battlechips. Webbing causes the target to become weak to fire, thus the next fire attack will deal double damage if the webs have not been removed first.

Area: Okuden Valley, Dentech, Yumland, Netfrica, NetVegas

HP: 220
Attack Damage/Effect: 60 Wood + Slow (Web) / 25 Wood (Dodge w/ Web)
Attack Accuracy: C / S
Attack Description: Teleport to enemy and creates spider webs
Element: Wood
Possible Rewards (Per Virus): WhiteWeb3, Zenny
Special: Webs cause damage when player dodges.
A: 220 HP (Mud, to the right of the islet)
ArachyArachy (Spider)

Spider viruses attack by setting webs on panels, objects, and other handy surfaces. The webs may even be strung between surfaces, such as blocking doorways. Anything that touches the webs triggers them detaching from whatever surface they were attached to and wrapping around the target. The webs cause a slow effect, as well as dealing damage for every action the target uses to dodge the following turn unless the webs are burned off, cut off, or removed by some other means. Status cure will not remove the webs, or the slow effect they generate. Spiders do not attack directly, and they may lay one panel's worth of webbing each turn for every action they possess. They may lay webs while moving. Spiders are immune to the effects of ANY WhiteWeb attacks, be they generated by Spider viruses or from battlechips. Webbing causes the target to become weak to fire, thus the next fire attack will deal double damage if the webs have not been removed first.

Area: Okuden Valley, Dentech, Yumland, Netfrica, NetVegas

HP: 220
Attack Damage/Effect: 60 Wood + Slow (Web) / 25 Wood (Dodge w/ Web)
Attack Accuracy: C / S
Attack Description: Teleport to enemy and creates spider webs
Element: Wood
Possible Rewards (Per Virus): WhiteWeb3, Zenny
Special: Webs cause damage when player dodges.
B: 220 HP (Mud, to the right of the islet)
DoomerDoomer (Boomer)

Boomers cannot be damaged from any direction in the forward hemisphere so long as they carry their boomerang. Any attacks from the rear hemisphere or Break attacks hit normally. Boomers launch their boomerang when they attack, leaving themselves open to counter attacks. Boomers move by floating through the air, and are immune to the effects of Anchor. They are, however, still subject to the effects of terrain. They cannot be forced to submerge into liquid terrain, nor can they be buried in solid terrain. Boomers are horrible at dodging, as they generally rely on their Rang-Guard ability.

Area: SciLab, Okuden Valley, Dentech

HP: 220
Primary Attack Damage/Effect: 75 Wood + Piercing(Arc) + Group Attack
Primary Attack Accuracy: C
Primary Attack Description: Fires a wooden boomerang that travels in a wide arc, striking all who stand in its path. The boomerang passes through everything it hits.
Secondary Attack Damage/Effect: 25 Wood + Slashing x3 Hits
Secondary Attack Accuracy: B
Secondary Attack Description: Fires a boomerang directly ahead at high speed, creating a pair of damaging afterimages that fly in its wake. The attack is such that if the first hit connects, the second and third will connect as well.
Element: Wood
Possible Rewards (Per Virus): Boomerang3, QuickBoomerang3 (Rare), Zenny
Special: AirShoes, ShadowShoes.
Special: Rang-Guard: Blocks frontal attacks when not attacking.
- Can use PanelGrab as a free action each time another virus is deleted.
: 220 HP (Mud, to the left of the islet)
NeoMetool3NeoMetool3 (NeoMetool)

NeoMetool not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 160
Attack Damage/Effect: 70 Null + Spread 2
Attack Accuracy: B
Attack Description: Spits out a bullet that penetrates an enemy to hit an enemy on each side of it, as if forming a line shape.
Element: Null
Possible Rewards (Per Virus): SideGun, Reflector, Zenny
Special: Can hide in its helmet to negate damage and negative statuses.
Special: If hit while hiding with a non-Break attack, it will counter with a 20 damage ray as a free action. This attack also has any statuses that the blocked attack had.
Special: Can use Recover120 on self once.
: 160 HP (Normal, in front)
Kabutank3Kabutank3 (Kabutank)

While closely related to Beetank, Kabutank are a bit smarter and faster. They will use terrain and objects to their advantage if possible, and prefer to not allow Navis clean shots at them. They have one passive movement per turn, which can be used as either a movement or dodge.

Area: ACDC, SciLab, Okuden Valley, Beach, NetVegas

HP: 210
Primary Attack Damage/Effect: 20 Null + Blast 2 x 4 bombs
Primary Attack Accuracy: C
Primary Attack Description: Launches a quartet of bombs that explode in a small radius.
Secondary Attack Damage/Effect: 80 Null + Blast 1 + Seeking
Secondary Attack Accuracy: C
Secondary Attack Description: Launches a bomb that ignores invisibility.
Element: None
Possible Rewards (Per Virus): QuadBomb, SeekerBomb3, Zenny
: 210 HP (Grass, in front)
Swordy-W3Swordy-W3 (Swordy-W)

Area: Okuden Valley, Dentech, Yumland

HP: 240
Primary Attack Damage/Effect: 75 Wood + 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 Bamboo Blade.
Secondary Attack Damage/Effect: 50 Wood + 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 Bamboo Sword.
Element: Wood
Possible Rewards (Per Virus): BambooBlade, Zenny
Special: Swordy-W's are immune to Confusion Status.
Special: Uses Area Grab to get into attack range.
Special: Can use the MindBender battlechip attack at will instead of attacking normally.
: 240 HP (Mud, turned away, far in front (1 movement away))

-- Forest Rangers --
MachMan.EXE: 640 HP (Flying over Mud)
Shrike.EXE: 100 HP (Flying over Mud)

-- Local Fauna --
80% Mud
  • Non-Wood Elementals get -10% Evasion penalty and reduced movement speed, 25% (+/-25% RP) chance to fall or get stuck (1 action to get free).
  • Automatically triggers Aqua Boost for appropriate chip attacks.
  • Wood attacks: Change terrain hit to Soil.
  • PanelShot: Imbue Wood + Slow1.
(Majority of area)
10% Grass
  • Wood Elementals get +5 HP/action.
  • Fire attacks: +100% Source Damage, change terrain hit to Soil.
  • PanelShot: Imbue Wood.
(Center of small islet in the mud)
10% Normal
  • No effects.
(Surrounding small islet)

-- Objects --
PMD: 30 HP (Floating in Mud slightly behind Swordy)

-- Chaos Battle 3 Ready? Start!! --
((Turn Splice))

This time Shrike remained completely silent while Mach was first to speak a the start of their skirmish. " GrabRevengeDamage: Trap(80 + Stun + To-All-Clause (Enemies)): Teleport
Accuracy: S
Description: Upon activation, remains dormant until an opponent uses a teleportation ability, at which time it triggers and deals all enemies damage and stun. This trap does not prevent successful teleportation.
Duration: Once
Element: Null
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.
Trader Rank: B
and FlameLine3Damage: 170 + Ground Attack + Wide Attack
Accuracy: B
Description: A wall of fire erupts from the ground, burning up to 3 targets.
Duration: Once
Element: Fire
Trader Rank: B
,"
he ordered coolly as two small, dark objects ejected outwards from his engine nacelles. Said objects quickly came alive with light, then suddenly created perfect, mobile copies of its master. The trio of Mach's continued onwards with Shrike in tow, which had re-summoned its trusty three-tubed rocket launcher over its right shoulder.

Mazer had his chips at the ready, and took only a couple seconds to find and slot in the requested chips. He still wasn't fully satisfied with the cold relationship between him and his Navi, especially when he had essentially been relegated to little more than "chip feeder," but this wasn't the place to get in a mid-battle confrontation.

MachMan immediately activated the first uploaded chip, which disappeared from his arsenal without a peep; the mechanics of these trap chips were still a mystery to him, but he didn't doubt their effectiveness for even a moment. The second chip had a much more tangible effect when activated; his right arm from his elbow down transformed into a slightly elongated single-tube launcher. The rounded muzzle tapered out into a rectangular shape towards the back of the launcher, and had a quartet of small, actively-glowing cylinders splayed outwards in an X pattern from the launcher's breech.

The warm orange glow rapidly started to flow down and into the launcher, as if injected into the projectile within, while Mach took aim. Thanks to the wide area effect of the weapon he didn't have to dedicate much effort to accuracy, but he aimed to hit as many targets as possible. Using the islet as the centerpoint of his attack, he put the targeting pipper more or less in the grassy center of said islet before firing.

A single, solid-fueled rocket shot out from the launcher with a shrill howl and vigorous exhaust plume and streaked off in a near-perfectly straight path towards Mach's target. The rocket appeared to plunge into the ground with little fanfare at first, but a split second later the ground in and around the impact site briefly swelled upwards until bursting open to form a massive wall of flame. Mach intended to burn away everything on and around the islet, with a focus on the Arachys, gun-favoring Metool, and the Kabutank.

The glaring orange light of the towering walls of flame were suddenly accompanied by a trio of smaller, but no less vibrant, fireballs as a result of Shrike's incendiary rocket barrage. The ocular SP trained its eye on the Doomer and distracted Swordy, while also aiming a rocket towards the Kabutank in case it managed to evade the literal firewall. Each rocket left a thin, whispy white trail of smoke in the air as they flew, but struck the ground with such speed their bright rocket plumes looked almost akin to tracer bullets; they wasted no time bridging the gap between their launch and impact point(s).

If any of the viruses survived the initial assault or fired off a counter while the myriad of projectiles were enroute, Mach and his twin decoys peeled off in separate directions; Mach juked up and to the right while one decoy went up and left and the third dove straight down.


ACTIONS: Passive Haste, Accuracy Enhancement, Status Cure, Dodge x2, Decoy x2
M1. GrabRevengeDamage: Trap(80 + Stun + To-All-Clause (Enemies)): Teleport
Accuracy: S
Description: Upon activation, remains dormant until an opponent uses a teleportation ability, at which time it triggers and deals all enemies damage and stun. This trap does not prevent successful teleportation.
Duration: Once
Element: Null
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.
Trader Rank: B

M2. FlameLine3Damage: 170 + Ground Attack + Wide Attack
Accuracy: B
Description: A wall of fire erupts from the ground, burning up to 3 targets.
Duration: Once
Element: Fire
Trader Rank: B
Arachy A & B, NeoMetool3, Kabutank3
S1. 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
(+15dmg Element bonus): Doomer, Swordy-W3, Kabutank3
-Passive Dodge- [+Scramble]

DecoyA & B: Flank MachMan's right and left sides respectively, then split off during dodge action
MachMan quickly segued into a battle-ready mode upon sighting the viruses, activating the GrabRevenge battlechip as an opener. It didn't seem to do much yet, however, as one of the viruses opened fire preemptively. The NeoMetool spat out a bullet at him, whizzing past his torso as it missed, while the Arachnids started skittering about very quickly, judging their distance from him. Their actions were well-justified, as a single large rocket was launched towards them, matched by Shrike's barrage of incendiary missiles. Fire erupted about the area explosively, with the casualties being one of the Arachy, the Kabutank, the Doomer, and the distracted Swordy out in the back. An insane massacre right from the start, the two remaining viruses were understandably quite panicked at this point, with the Arachy looking like it was getting ready to leave, and the NeoMetool starting to look like it was fumbling with its own helmet.

-- Local Wildlife --
ArachyArachy (Spider)

Spider viruses attack by setting webs on panels, objects, and other handy surfaces. The webs may even be strung between surfaces, such as blocking doorways. Anything that touches the webs triggers them detaching from whatever surface they were attached to and wrapping around the target. The webs cause a slow effect, as well as dealing damage for every action the target uses to dodge the following turn unless the webs are burned off, cut off, or removed by some other means. Status cure will not remove the webs, or the slow effect they generate. Spiders do not attack directly, and they may lay one panel's worth of webbing each turn for every action they possess. They may lay webs while moving. Spiders are immune to the effects of ANY WhiteWeb attacks, be they generated by Spider viruses or from battlechips. Webbing causes the target to become weak to fire, thus the next fire attack will deal double damage if the webs have not been removed first.

Area: Okuden Valley, Dentech, Yumland, Netfrica, NetVegas

HP: 220
Attack Damage/Effect: 60 Wood + Slow (Web) / 25 Wood (Dodge w/ Web)
Attack Accuracy: C / S
Attack Description: Teleport to enemy and creates spider webs
Element: Wood
Possible Rewards (Per Virus): WhiteWeb3, Zenny
Special: Webs cause damage when player dodges.
A: DELETED
ArachyArachy (Spider)

Spider viruses attack by setting webs on panels, objects, and other handy surfaces. The webs may even be strung between surfaces, such as blocking doorways. Anything that touches the webs triggers them detaching from whatever surface they were attached to and wrapping around the target. The webs cause a slow effect, as well as dealing damage for every action the target uses to dodge the following turn unless the webs are burned off, cut off, or removed by some other means. Status cure will not remove the webs, or the slow effect they generate. Spiders do not attack directly, and they may lay one panel's worth of webbing each turn for every action they possess. They may lay webs while moving. Spiders are immune to the effects of ANY WhiteWeb attacks, be they generated by Spider viruses or from battlechips. Webbing causes the target to become weak to fire, thus the next fire attack will deal double damage if the webs have not been removed first.

Area: Okuden Valley, Dentech, Yumland, Netfrica, NetVegas

HP: 220
Attack Damage/Effect: 60 Wood + Slow (Web) / 25 Wood (Dodge w/ Web)
Attack Accuracy: C / S
Attack Description: Teleport to enemy and creates spider webs
Element: Wood
Possible Rewards (Per Virus): WhiteWeb3, Zenny
Special: Webs cause damage when player dodges.
B: 220 HP (Mud, to the right of the islet) [2 actions remaining]
DoomerDoomer (Boomer)

Boomers cannot be damaged from any direction in the forward hemisphere so long as they carry their boomerang. Any attacks from the rear hemisphere or Break attacks hit normally. Boomers launch their boomerang when they attack, leaving themselves open to counter attacks. Boomers move by floating through the air, and are immune to the effects of Anchor. They are, however, still subject to the effects of terrain. They cannot be forced to submerge into liquid terrain, nor can they be buried in solid terrain. Boomers are horrible at dodging, as they generally rely on their Rang-Guard ability.

Area: SciLab, Okuden Valley, Dentech

HP: 220
Primary Attack Damage/Effect: 75 Wood + Piercing(Arc) + Group Attack
Primary Attack Accuracy: C
Primary Attack Description: Fires a wooden boomerang that travels in a wide arc, striking all who stand in its path. The boomerang passes through everything it hits.
Secondary Attack Damage/Effect: 25 Wood + Slashing x3 Hits
Secondary Attack Accuracy: B
Secondary Attack Description: Fires a boomerang directly ahead at high speed, creating a pair of damaging afterimages that fly in its wake. The attack is such that if the first hit connects, the second and third will connect as well.
Element: Wood
Possible Rewards (Per Virus): Boomerang3, QuickBoomerang3 (Rare), Zenny
Special: AirShoes, ShadowShoes.
Special: Rang-Guard: Blocks frontal attacks when not attacking.
- Can use PanelGrab as a free action each time another virus is deleted.
: DELETED
NeoMetool3NeoMetool3 (NeoMetool)

NeoMetool not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 160
Attack Damage/Effect: 70 Null + Spread 2
Attack Accuracy: B
Attack Description: Spits out a bullet that penetrates an enemy to hit an enemy on each side of it, as if forming a line shape.
Element: Null
Possible Rewards (Per Virus): SideGun, Reflector, Zenny
Special: Can hide in its helmet to negate damage and negative statuses.
Special: If hit while hiding with a non-Break attack, it will counter with a 20 damage ray as a free action. This attack also has any statuses that the blocked attack had.
Special: Can use Recover120 on self once.
: 160 HP (Normal, in front) [2 actions remaining]
Kabutank3Kabutank3 (Kabutank)

While closely related to Beetank, Kabutank are a bit smarter and faster. They will use terrain and objects to their advantage if possible, and prefer to not allow Navis clean shots at them. They have one passive movement per turn, which can be used as either a movement or dodge.

Area: ACDC, SciLab, Okuden Valley, Beach, NetVegas

HP: 210
Primary Attack Damage/Effect: 20 Null + Blast 2 x 4 bombs
Primary Attack Accuracy: C
Primary Attack Description: Launches a quartet of bombs that explode in a small radius.
Secondary Attack Damage/Effect: 80 Null + Blast 1 + Seeking
Secondary Attack Accuracy: C
Secondary Attack Description: Launches a bomb that ignores invisibility.
Element: None
Possible Rewards (Per Virus): QuadBomb, SeekerBomb3, Zenny
: DELETED
Swordy-W3Swordy-W3 (Swordy-W)

Area: Okuden Valley, Dentech, Yumland

HP: 240
Primary Attack Damage/Effect: 75 Wood + 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 Bamboo Blade.
Secondary Attack Damage/Effect: 50 Wood + 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 Bamboo Sword.
Element: Wood
Possible Rewards (Per Virus): BambooBlade, Zenny
Special: Swordy-W's are immune to Confusion Status.
Special: Uses Area Grab to get into attack range.
Special: Can use the MindBender battlechip attack at will instead of attacking normally.
: DELETED

-- Forest Rangers --
MachMan.EXE: 640 HP (Flying over Mud) [4 actions remaining] [Trap: GrabRevengeDamage: Trap(80 + Stun + To-All-Clause (Enemies)): Teleport
Accuracy: S
Description: Upon activation, remains dormant until an opponent uses a teleportation ability, at which time it triggers and deals all enemies damage and stun. This trap does not prevent successful teleportation.
Duration: Once
Element: Null
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.
Trader Rank: B
: Trap(80 + Stun + To-All-Clause (Enemies)): Teleport (Acc: S)]
Shrike.EXE: 100 HP (Flying over Mud) [2 actions remaining]

-- Local Fauna --
80% Mud
  • Non-Wood Elementals get -10% Evasion penalty and reduced movement speed, 25% (+/-25% RP) chance to fall or get stuck (1 action to get free).
  • Automatically triggers Aqua Boost for appropriate chip attacks.
  • Wood attacks: Change terrain hit to Soil.
  • PanelShot: Imbue Wood + Slow1.
(Majority of area)
20% Normal
  • No effects.
(Small islet in the mud)

-- Objects --
PMD: 30 HP (Floating in Mud slightly behind deceased Swordy)
Mach quickly evaluated the success of he and his SP's first barrage; marginal success, as only 2 viruses remained. " FlameLine2Damage: 120 + Ground Attack + Wide Attack
Accuracy: B
Description: A wall of fire erupts from the ground, burning up to 3 targets.
Duration: Once
Element: Fire
Trader Rank: C
, 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 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
"
he ordered of Mazer, who still-begrudgingly complied by slotting in each of the three chips in quick succession.

The first was a rare "reload" of the launcher that had still manifested over his right arm and hand. The quartet of small cylinders began to glow a vibrant orange once more, as if they were heating up a new volatile payload for the fresh rocket in its single-tubed launcher. While the cylinders heated up and subsequently injected the glowing data into the warhead, Mach aimed the launcher towards his intended targets. He tried to find a point equidistant between the gunner Mettool and the possibly fleeing Arachy, but without the PMD in the line of fire.

If Mach found a satisfactory point, he put his crosshairs on said point and fired. The rocket was in truth slightly shorter than the last, but it was moving at such a high speed, your normal observer wouldn't have noticed the difference. What they would notice; however, was significantly shorter, albeit still towering, swath of flame that burst upward from the ground almost immediately after impact. With any luck, Mach would've given both viruses a significant roasting.

Mach silently "tagged out" with Shrike, and suddenly peeled off with Decoys in tow and left Shrike to its own devices. The small SP didn't follow up with its own missile barrage; it instead focused its iris around its green-then-vibrant red pupil while it glared at the Arachy. With little warning, a perfectly straight line in the sky between the SP and where it aimed lit up in a bright ray of orange and crimson as the "air" was briefly superheated to the point of glowing. It intended to finish the job of the incendiary rocket, by lancing a molten hole through the virus, or simply set it alight like an insect under a magnifying glass.

The beam didn't last long, but Shrike added one last pulse of energy, briefly causing the beam to stop its rapid shrinking in width and increase its burn time. Meanwhile, Mach prepared a beam of his own. It was coincidental that he again used a beam attack at nearly the same time as his SP, but the Metool and its near-impervious defense was a tough nut to crack, but the rapidly swelling miniature star (and the energy it contained) was the perfect counter. The star eventually formed an orb about the size of a beach ball, then sent a blinding white beam of light surging towards the Metool. Even if it attempted to hide, not even its armored helmet could shield it from the blinding sunshine.

The ray too didn't last long, and eventually left little more than a hair-thin trail of smouldering data. Mach's armor no longer cast a long, jagged shadow over the ground in the star's absence, but he was then sporting a massive, armored right arm and fist in place of the rocket launcher. His heavy, mechanical fingers chirped and ground against each other as they tightened into a veritable wrecking ball of a fist, ready to deliver a crushing haymaker upon anything that attacked.

He hadn't taken any damage thus far, but just in case the pair of remaining viruses landed hits in the meantime, Mach activated his burst healing program. His armor was rapidly flooded in quick-healing and quick-drying recovery data, while also seeping into his prosthetics to re-energize and repair any damage sustained.


ACTIONS: Passive Haste, Accuracy Enhancement, Status Cure, Dodge x2, Decoy x2
M3. FlameLine2Damage: 120 + Ground Attack + Wide Attack
Accuracy: B
Description: A wall of fire erupts from the ground, burning up to 3 targets.
Duration: Once
Element: Fire
Trader Rank: C
Arachy, NeoMetool3
-Passive Dodge- [+Scramble]
S2. Optic Blast: Arachy (80dmg Fire + Break + Blind + 4TCD)
S3. Attack: Arachy (30dmg Fire + Disarm)
M4. 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
: NeoMetool3
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

M6. Auto-Injectors: MachMan (Heal 135 + 5TCD)

DecoyA & B: Flank MachMan's right and left sides respectively


If MachMan and his SP were successful in wiping the battlefield clean of viruses while keeping the PMD intact, Mach made a gradual, cautious dive towards the floating purple polygon. He paused a couple feet nearby and several inches above the muddy ground, then activated one of his remaining Untrap Subchips. After the shifting grid did its still not-fully-understood... thing... Mach reached out to open the theoretically "safe" mystery data ((Use Untrap [now 2 remaining], then Open PMD))
With most of the viral threats routed, MachMan wasted no time in reloading his offenses, with little recourse for retaliation from the actual viruses. As a matter of fact, it looked more like they were desperately fleeing than anything else, with the Arachy taking the chance to skitter away across the mud, only to be met with a conflagration of fire from Mach's incendiary rocket and Shrike's destructive light show. The Metool on the islet had even less success, simply opting to hide underneath its helmet, but Mach had a different tool for that job, bringing out a defense-piercing Sunshine beam, which destroyed it quite nicely. As a result, his restorative process didn't get a chance to be too productive.

In the end, Mach approached the Mystery Data crystal and decrypted it with his Untrap chip. The crystal spun about and gave a piercing howl as the Untrap detected the presence of a Mimic, before dimming down and splitting open to reveal a cache of zenny.

-- Local Wildlife --
ArachyArachy (Spider)

Spider viruses attack by setting webs on panels, objects, and other handy surfaces. The webs may even be strung between surfaces, such as blocking doorways. Anything that touches the webs triggers them detaching from whatever surface they were attached to and wrapping around the target. The webs cause a slow effect, as well as dealing damage for every action the target uses to dodge the following turn unless the webs are burned off, cut off, or removed by some other means. Status cure will not remove the webs, or the slow effect they generate. Spiders do not attack directly, and they may lay one panel's worth of webbing each turn for every action they possess. They may lay webs while moving. Spiders are immune to the effects of ANY WhiteWeb attacks, be they generated by Spider viruses or from battlechips. Webbing causes the target to become weak to fire, thus the next fire attack will deal double damage if the webs have not been removed first.

Area: Okuden Valley, Dentech, Yumland, Netfrica, NetVegas

HP: 220
Attack Damage/Effect: 60 Wood + Slow (Web) / 25 Wood (Dodge w/ Web)
Attack Accuracy: C / S
Attack Description: Teleport to enemy and creates spider webs
Element: Wood
Possible Rewards (Per Virus): WhiteWeb3, Zenny
Special: Webs cause damage when player dodges.
A: DELETED
ArachyArachy (Spider)

Spider viruses attack by setting webs on panels, objects, and other handy surfaces. The webs may even be strung between surfaces, such as blocking doorways. Anything that touches the webs triggers them detaching from whatever surface they were attached to and wrapping around the target. The webs cause a slow effect, as well as dealing damage for every action the target uses to dodge the following turn unless the webs are burned off, cut off, or removed by some other means. Status cure will not remove the webs, or the slow effect they generate. Spiders do not attack directly, and they may lay one panel's worth of webbing each turn for every action they possess. They may lay webs while moving. Spiders are immune to the effects of ANY WhiteWeb attacks, be they generated by Spider viruses or from battlechips. Webbing causes the target to become weak to fire, thus the next fire attack will deal double damage if the webs have not been removed first.

Area: Okuden Valley, Dentech, Yumland, Netfrica, NetVegas

HP: 220
Attack Damage/Effect: 60 Wood + Slow (Web) / 25 Wood (Dodge w/ Web)
Attack Accuracy: C / S
Attack Description: Teleport to enemy and creates spider webs
Element: Wood
Possible Rewards (Per Virus): WhiteWeb3, Zenny
Special: Webs cause damage when player dodges.
B: DELETED
DoomerDoomer (Boomer)

Boomers cannot be damaged from any direction in the forward hemisphere so long as they carry their boomerang. Any attacks from the rear hemisphere or Break attacks hit normally. Boomers launch their boomerang when they attack, leaving themselves open to counter attacks. Boomers move by floating through the air, and are immune to the effects of Anchor. They are, however, still subject to the effects of terrain. They cannot be forced to submerge into liquid terrain, nor can they be buried in solid terrain. Boomers are horrible at dodging, as they generally rely on their Rang-Guard ability.

Area: SciLab, Okuden Valley, Dentech

HP: 220
Primary Attack Damage/Effect: 75 Wood + Piercing(Arc) + Group Attack
Primary Attack Accuracy: C
Primary Attack Description: Fires a wooden boomerang that travels in a wide arc, striking all who stand in its path. The boomerang passes through everything it hits.
Secondary Attack Damage/Effect: 25 Wood + Slashing x3 Hits
Secondary Attack Accuracy: B
Secondary Attack Description: Fires a boomerang directly ahead at high speed, creating a pair of damaging afterimages that fly in its wake. The attack is such that if the first hit connects, the second and third will connect as well.
Element: Wood
Possible Rewards (Per Virus): Boomerang3, QuickBoomerang3 (Rare), Zenny
Special: AirShoes, ShadowShoes.
Special: Rang-Guard: Blocks frontal attacks when not attacking.
- Can use PanelGrab as a free action each time another virus is deleted.
: DELETED
NeoMetool3NeoMetool3 (NeoMetool)

NeoMetool not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 160
Attack Damage/Effect: 70 Null + Spread 2
Attack Accuracy: B
Attack Description: Spits out a bullet that penetrates an enemy to hit an enemy on each side of it, as if forming a line shape.
Element: Null
Possible Rewards (Per Virus): SideGun, Reflector, Zenny
Special: Can hide in its helmet to negate damage and negative statuses.
Special: If hit while hiding with a non-Break attack, it will counter with a 20 damage ray as a free action. This attack also has any statuses that the blocked attack had.
Special: Can use Recover120 on self once.
: DELETED
Kabutank3Kabutank3 (Kabutank)

While closely related to Beetank, Kabutank are a bit smarter and faster. They will use terrain and objects to their advantage if possible, and prefer to not allow Navis clean shots at them. They have one passive movement per turn, which can be used as either a movement or dodge.

Area: ACDC, SciLab, Okuden Valley, Beach, NetVegas

HP: 210
Primary Attack Damage/Effect: 20 Null + Blast 2 x 4 bombs
Primary Attack Accuracy: C
Primary Attack Description: Launches a quartet of bombs that explode in a small radius.
Secondary Attack Damage/Effect: 80 Null + Blast 1 + Seeking
Secondary Attack Accuracy: C
Secondary Attack Description: Launches a bomb that ignores invisibility.
Element: None
Possible Rewards (Per Virus): QuadBomb, SeekerBomb3, Zenny
: DELETED
Swordy-W3Swordy-W3 (Swordy-W)

Area: Okuden Valley, Dentech, Yumland

HP: 240
Primary Attack Damage/Effect: 75 Wood + 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 Bamboo Blade.
Secondary Attack Damage/Effect: 50 Wood + 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 Bamboo Sword.
Element: Wood
Possible Rewards (Per Virus): BambooBlade, Zenny
Special: Swordy-W's are immune to Confusion Status.
Special: Uses Area Grab to get into attack range.
Special: Can use the MindBender battlechip attack at will instead of attacking normally.
: DELETED

-- Forest Rangers --
MachMan.EXE: 640 HP (Flying over Mud) [Trap: GrabRevengeDamage: Trap(80 + Stun + To-All-Clause (Enemies)): Teleport
Accuracy: S
Description: Upon activation, remains dormant until an opponent uses a teleportation ability, at which time it triggers and deals all enemies damage and stun. This trap does not prevent successful teleportation.
Duration: Once
Element: Null
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.
Trader Rank: B
: Trap(80 + Stun + To-All-Clause (Enemies)): Teleport (Acc: S)]
Shrike.EXE: 100 HP (Flying over Mud)

-- Local Fauna --
80% Mud
  • Non-Wood Elementals get -10% Evasion penalty and reduced movement speed, 25% (+/-25% RP) chance to fall or get stuck (1 action to get free).
  • Automatically triggers Aqua Boost for appropriate chip attacks.
  • Wood attacks: Change terrain hit to Soil.
  • PanelShot: Imbue Wood + Slow1.
(Majority of area)
20% Normal
  • No effects.
(Small islet in the mud)

-- Objects --
PMD: 30 HP (Floating in Mud slightly behind deceased Swordy)

-- Chaos Battle 3, Victory!! --
Rewards: 6000z, 64 BugFrags, Boomerang3Damage: 120 + Group Attack (Arc)
Accuracy: B
Description: Throws a boomerang at enemies
Duration: Once
Element: Wood
Special: Group Attack (Arc): This attack may hit between 1 and 4 enemies on average, perhaps more depending on the situation. This version of Group Attack hits in an arc that loops back to the attacker. If attempting to hit too many targets with poor RP, you may also hit yourself, so be careful.
Trader Rank: B
Battlechip
PMD: 12000z
With the field cleared of viral signatures, Shrike shifted from hunting to gathering; the small SP quickly and deftly crisscrossed over the mired terrain. It only occasionally slowed to pluck the useful zenny, bugfrag, and lone battle chip data packets from the ruined battlefield.

Meanwhile, Mach's liberal use of the Untrap subchip proved its worth, saving him the chore of dealing with a Mimic "middleman" and just provided the significant sum of zenny directly. Though the Boomerang3Damage: 120 + Group Attack (Arc)
Accuracy: B
Description: Throws a boomerang at enemies
Duration: Once
Element: Wood
Special: Group Attack (Arc): This attack may hit between 1 and 4 enemies on average, perhaps more depending on the situation. This version of Group Attack hits in an arc that loops back to the attacker. If attempting to hit too many targets with poor RP, you may also hit yourself, so be careful.
Trader Rank: B
chip was only marginally useful at best, and a duplicate of one he already possessed, the zenny and bugfrags were always useful.

After downloading the spoils to the PET, the pair set off again to further explore deeper into the untamed wilderness.
((Ready for Battle #4))
((Doomer Bounty: 3 kills))
Moving along on his mission into the darkest reaches of the nets, Mach only had to fly for a short while before he began to pick up more virus signatures in the distance. As he drew closer, readings would show the land was mostly soft soil, here, though it bore scattered patches of more solid ground and occasional large, rough-hewn rocks of varying sizes.

Ahead and to his right somewhat, the ground fell away into a muddy sink hole, but that was one of the few defining features of the area. Two neometools peeked out from either side of the large rock nearest to mach as he approached. Each one pulled its gun mask down tightly, aiming upwards at him. Directly ahead, at his own height, there was a pulsebat registering as coming towards him; it was probably unaware of the ground based targets just as much as they probably were of it, but it was unlikely that such a distinction mattered to Mach.

Further out, a small tank virus was inscribing an arc on the ground as it curved to face him, raising its own turret; it was back behind another large rock, just behind the sink hole. Mach himself likely wouldn't notice the odd shape of this rock, given his sensor display, but it was shaped quite specifically like a giant Prog, dipping its feet in the mud. Quite peculiar.

To the left, another Doomer showed itself, while the brief flash of something else moved across the ground, hiding behind one of the tall rocks in the middle of the area.

-=Viruses=-
NeoMetool3NeoMetool3 (NeoMetool)

NeoMetool not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 160
Attack Damage/Effect: 70 Null + Spread 2
Attack Accuracy: B
Attack Description: Spits out a bullet that penetrates an enemy to hit an enemy on each side of it, as if forming a line shape.
Element: Null
Possible Rewards (Per Virus): SideGun, Reflector, Zenny
Special: Can hide in its helmet to negate damage and negative statuses.
Special: If hit while hiding with a non-Break attack, it will counter with a 20 damage ray as a free action. This attack also has any statuses that the blocked attack had.
Special: Can use Recover120 on self once.
A: 160Hp [Soil][To right of Hard Rock]
NeoMetool3NeoMetool3 (NeoMetool)

NeoMetool not currently attacking will guard. Entering guard mode requires an action. Exiting guard mode does not require an action.

Area: ACDC, Electown, Okuden Valley, Kotobuki Town, Dentech, Beach

HP: 160
Attack Damage/Effect: 70 Null + Spread 2
Attack Accuracy: B
Attack Description: Spits out a bullet that penetrates an enemy to hit an enemy on each side of it, as if forming a line shape.
Element: Null
Possible Rewards (Per Virus): SideGun, Reflector, Zenny
Special: Can hide in its helmet to negate damage and negative statuses.
Special: If hit while hiding with a non-Break attack, it will counter with a 20 damage ray as a free action. This attack also has any statuses that the blocked attack had.
Special: Can use Recover120 on self once.
B: 160Hp [Soil][To left of Hard rock]
RacburglarRacburglar (Bandcoon)

Bandcoons are gray raccoon-like creatures, around 30 inches in height. They possess black stripes around their body, aside from their short, almost stub-like legs. Their faces are usually unseen, as they're covered in a red mask with string decorations. Their tails are twice as long as their actual bodies, and are usually curved into a question mark shape. At first this may seem like a simple design choice, but the tail is actually prehensile, and Bandcoon cleverly use it to steal chip data from Navis. Bandcoons' speed and small size combine to make them surprisingly difficult to hit while moving, and are even agile enough to turn sharply with little problem. However, if caught standing still, they're practically sitting ducks. However, when they're not using chips, they always prefer to move when possible. Their main tactic is to roll around and confound the enemy with their speed, then move in and swipe them with their tail, using it like a hook to grab data not directly tied to them, namely Battlechips. They can then use it themselves, at reduced power, as a free action. All other effects of the chips still apply, including pre-requisites to use the chip (i.e. Spice still needs Grass terrain, MachineSword still requires that the enemy be stunned). Higher level Bandcoon are aware of such conditions, and will try to satisfy the requirements if at all possible. If the enemy has no Battlechips, Bandcoons get extremely aggravated, and will ram an enemy in anger and desperation. However, they severely dislike doing this, and will only use this attack as a last resort for when they have no chips.

Area: Yoka, Okuden Valley, Netopia, Yumland

HP: 200
Primary Attack Damage/Effect: Chip Steal + 2/3 Chip Use
Primary Attack Accuracy: B
Primary Attack Description: Racburglar steals a single random chip the opponent has selected this turn. They then use the chip at 2/3 of its normal power, rounded down to the nearest 5. Recovery chips still work at full power.
Secondary Attack Damage/Effect: 50 Null + Impact
Secondary Attack Accuracy: A
Secondary Attack Description: If Racburglar cannot steal an attacking chip for any reason, they will instead roll into an enemy.
Element: Null
Possible Rewards (Per Virus): Pickpocket (Rare), Zenny
Special: Haste while moving (+10%). Double Slow while standing still (-20%).
Special: Can use AreaGrab once, to ensure the success of its stealing.
: 200Hp [Soil][Cover behind Classic Rock]
Kabutank3Kabutank3 (Kabutank)

While closely related to Beetank, Kabutank are a bit smarter and faster. They will use terrain and objects to their advantage if possible, and prefer to not allow Navis clean shots at them. They have one passive movement per turn, which can be used as either a movement or dodge.

Area: ACDC, SciLab, Okuden Valley, Beach, NetVegas

HP: 210
Primary Attack Damage/Effect: 20 Null + Blast 2 x 4 bombs
Primary Attack Accuracy: C
Primary Attack Description: Launches a quartet of bombs that explode in a small radius.
Secondary Attack Damage/Effect: 80 Null + Blast 1 + Seeking
Secondary Attack Accuracy: C
Secondary Attack Description: Launches a bomb that ignores invisibility.
Element: None
Possible Rewards (Per Virus): QuadBomb, SeekerBomb3, Zenny
: 210Hp [Soil][Back right]
DoomerDoomer (Boomer)

Boomers cannot be damaged from any direction in the forward hemisphere so long as they carry their boomerang. Any attacks from the rear hemisphere or Break attacks hit normally. Boomers launch their boomerang when they attack, leaving themselves open to counter attacks. Boomers move by floating through the air, and are immune to the effects of Anchor. They are, however, still subject to the effects of terrain. They cannot be forced to submerge into liquid terrain, nor can they be buried in solid terrain. Boomers are horrible at dodging, as they generally rely on their Rang-Guard ability.

Area: SciLab, Okuden Valley, Dentech

HP: 220
Primary Attack Damage/Effect: 75 Wood + Piercing(Arc) + Group Attack
Primary Attack Accuracy: C
Primary Attack Description: Fires a wooden boomerang that travels in a wide arc, striking all who stand in its path. The boomerang passes through everything it hits.
Secondary Attack Damage/Effect: 25 Wood + Slashing x3 Hits
Secondary Attack Accuracy: B
Secondary Attack Description: Fires a boomerang directly ahead at high speed, creating a pair of damaging afterimages that fly in its wake. The attack is such that if the first hit connects, the second and third will connect as well.
Element: Wood
Possible Rewards (Per Virus): Boomerang3, QuickBoomerang3 (Rare), Zenny
Special: AirShoes, ShadowShoes.
Special: Rang-Guard: Blocks frontal attacks when not attacking.
- Can use PanelGrab as a free action each time another virus is deleted.
: 220Hp [Normal][Back left]
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.
: 240Hp [High Altitude directly ahead]

-=Navis=-
MachMan.Exe: 640Hp [Flaying over Soil]
Shrike.SP: 100Hp [Flying over Soil]

-=Terrain=-
50% Soil
  • Wood Elementals get +10% Evasion.
  • Wood attacks: +100% Source Damage, change terrain hit to Grass.
  • 100 Damage Aqua attacks: Change terrain hit to Mud.
  • 100 Damage Fire attacks: change terrain hit to Coal.
  • PanelShot: Imbue Wood.
[Most of the nearby area]
30% Mud
  • Non-Wood Elementals get -10% Evasion penalty and reduced movement speed, 25% (+/-25% RP) chance to fall or get stuck (1 action to get free).
  • Automatically triggers Aqua Boost for appropriate chip attacks.
  • Wood attacks: Change terrain hit to Soil.
  • PanelShot: Imbue Wood + Slow1.
[Sinkhole, forward and right]
10% Grass
  • Wood Elementals get +5 HP/action.
  • Fire attacks: +100% Source Damage, change terrain hit to Soil.
  • PanelShot: Imbue Wood.
[Edges of the sink hole]
10% Normal
  • No effects.
[Scattered patches of hard ground]

-=Objects=-
Hard Rock: 120Hp [Near Right][Hardbody]
Soft Rock: 20Hp [Back left]
Classic Rock: 40Hp [Mid field]
Prog. Rock: 180Hp [Far side of the sink hole]

-=Chaos Battle 4, Start!=-