Precarious Poaching

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, Yumland

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.
: 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, Yumland

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!=-
Mach's vision lit up with target returns, with small readouts of the enemy's identities and HP. All but one of the viruses were ones he'd often encountered, but while the Bandcoon was one he'd yet to see in battle, it wasn't unknown to his NetOp. Mazer had heard of these Viruses and knew of their capabilities, thanks to the strategy used by Sylk and her NetOp in the lucrative OBS business in which they're unofficial "co-owners"; they could steal battlechip data, and do so with alarming efficiency. ["There's a Bancoon on the field, avoid and delete at all costs; it'll steal your chips and use them against you!"] Mazer warned and hoped his Navi was still open to heed his advice.

" FirePlusStatus: Fire Element UP x2, Not Stackable
Accuracy: S
Description: Adds +100% Source damage to all hits of a Fire Element attack chip, before any external environment-related or target-related damage modifiers apply. Not compatible with any other source modifiers, except innate elemental bonus. Rare
Duration: Once
Element: Fire
Trader Rank: A
, Invis2Effect: Invisibility
Accuracy: S
Description: Grants the user invisibility. This reduces the chance of being hit by non-Seeking attacks by 50%, but the user will also be susceptible to Area of Effect attacks.
Duration: 2 turns
Element: Null
Trader Rank: C
, and 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
"
the Navi ordered in response. Mazer was even more engaged in the battle at hand than the skirmishes that occurred previously, but moved equally as fast as any experienced netbattler would to equip his Navi. MachMan attempted to shake off enemy targeting or avoid inbound fire as he cartwheeled to the right and jettisoned his small orb-like decoy drones, which hurtled out from his body before they activated their holoprojectors and hid behind their perfect MachMan disguises.

The decoy to Mach's right charged forward and attempted to seek out the elusive Bandcoon like a hawk diving at prey, while the other moved to take "lead" in a two-ship formation with Shrike as its wingman. Though the SP was the one actually controlling the direction of their small formation, the decoy maintained its position out in front as if Shrike was following its commands.

Mach received the first of his requested chips; one he hadn't yet used. While Shrike's Magnum chip preset packed quite the punch, it was obvious it wouldn't make the cut even in Mach's severely limited point of view; the FirePlus should remedy that shortfall nicely. Mach targeted his SP just as it "summoned" the three-tube launcher over its right shoulder, then activated the chip. Suddenly the already-formed launcher began to change and reformat for a couple seconds. The tubes became larger in diameter and significantly longer, likely to effectively house the much bigger munitions inside. Seemingly unfazed by the change to its weaponry, Shrike's eye scanned the field and identified its three targets: the Pulsebat, Doomer, and Kabutank.

As soon as it locked on to its targets, the beefed-up launcher began to spew plumes of flame and smoke as it ripple-fired all three rockets from their respective launch tubes in rapid succession. The larger rockets had equally-enlarged motors to propel their increased bulk at sufficient speed, so much that the tubes, and part of Shrike, were left with dark scorch marks after launch. The rockets streaked towards their respective targets before exploding in a trio of much louder and vibrantly-fiery explosions than before; the brightness of the explosions made everything else on the field briefly cast long shadows across the ground as they were splashed with light.

The bright flash disappeared quickly, and so did MachMan. He had activated the second uploaded chip, which caused him to quickly fade into the background and completely disappear without a trace while he waited for the third chip to be uploaded. [" StepCrossDamage: 120 + Slashing + X-Range Attack + Teleport
Accuracy: S for primary target, B for additional targets.
Description: The user warps in front of an enemy, then quickly performs two sword slashes to create an X shape. Can hit up to 5 targets with good RP. Rare
Duration: Once.
Element: Null
Special: Teleport: When RP Quality is excellent, this attack also counts as a free dodge.
Trader Rank: B
, AirShot3Damage: 120 + Microburst
Accuracy: A
Description: A buster-like gun that shoots a bullet of compressed air, sending whatever it hits flying.
Duration: Once
Element: Null
Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
Trader Rank: B
, and 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
next,"]
Mach ordered through his comm line direct to Mazer, to avoid giving away his position.

While Mazer acknowledged with a nod and continued uploading, Shrike kept up its assault while next to its decoy flight lead. The dark soot marks from the rocket launches didn't reach and obscure its eye, so the SP had no problem following up its attack on the PulseBat with a mechanically still glare. If the flying virus avoided a fiery deletion from the Magnum, it would then have a searing, blinding beam of heat sent blasting its direction. The crimson laser shot out in a perfectly straight line from Shrike's glowing pupil, and remained still for only a second or so before losing power and flickering out of sight.

Once the 3rd through 5th requested chips were uploaded, Mach focused on the Bandcoon and moved to initiate an assault of his own. Prior to teleporting away himself, he activated the GrabRevenge chip to create a mysterious battlefield-wide trap that would punish any of the viruses from doing the same. While still theoretically invisible, Mach blipped from his position in the air and quickly re-materialized behind the Bandcoon, equally-invisible beam blade in hand. Without a peep of warning, the cloaked Navi swung the blade in a wide arc with incredible speed, then made an immediate follow-up swing perpendicular to the first, tracing an invisible X path hopefully through the virus and any rock or virus nearby.

After making the second swing, Mach literally tossed the blade to the side, leaving it to rapidly dissolve into data fragments and leave his right hand free to transform into the compression tank-lined AirShot buster. He punched the buster towards the Bandcoon and fired with a sharp, heavily-percussive *POW!* If he managed to connect, the Bandcoon would be launched from its feet as if it got hit by a wrecking ball, and sent careening towards its own cover.

While the chaos (possibly perceived by others as the work of some unseen poltergeist) below continued, Shrike and its decoy flight lead corkscrewed down several feet in an attempt to avoid the myriad of available viral AAA being shot their direction. The SP also diverted some unused energy towards recharging its main weapon, in case anything else needed to be simultaneously melted and blinded.

Mach began to evade as well, but as he was likely then down near the ground, he launched himself backwards a couple feet using his spindly legs and thrust reversers. Once he perched himself back and a foot or so above the ground, a spark of light flickered several feet above the Navi, which then intensified and grew into a beachball-sized sphere of intense light. The miniature star shined for a second or so before bright ray of light burst forth from its surface and lanced through the air towards the Hard Rock and the twin gunner Metools. Though both the rock and the viruses were rugged and solid, the blinding light also had enough power to bore through the toughest armor like a drill through sand. The star and its beam quickly ran out of power and disappeared, but hopefully after it had wiped its targets off the battlefield, leaving nothing but seared earth behind.



ACTIONS: Passive Haste, Accuracy Enhancement, Status Cure, Dodge x2, Decoy x2
-Passive Dodge- [+Scramble]
M1. FirePlusStatus: Fire Element UP x2, Not Stackable
Accuracy: S
Description: Adds +100% Source damage to all hits of a Fire Element attack chip, before any external environment-related or target-related damage modifiers apply. Not compatible with any other source modifiers, except innate elemental bonus. Rare
Duration: Once
Element: Fire
Trader Rank: A
: Shrike
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
: PulseBat3, Doomer, Kabutank3 [+ 15dmg Same-Element, Marksmanship, & FirePlusStatus: Fire Element UP x2, Not Stackable
Accuracy: S
Description: Adds +100% Source damage to all hits of a Fire Element attack chip, before any external environment-related or target-related damage modifiers apply. Not compatible with any other source modifiers, except innate elemental bonus. Rare
Duration: Once
Element: Fire
Trader Rank: A
]
M2. Invis2Effect: Invisibility
Accuracy: S
Description: Grants the user invisibility. This reduces the chance of being hit by non-Seeking attacks by 50%, but the user will also be susceptible to Area of Effect attacks.
Duration: 2 turns
Element: Null
Trader Rank: C
: MachMan
S2. Optic Blast: PulseBat3 (80dmg Fire + Break + Blind + 4TCD)
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

M4. StepCrossDamage: 120 + Slashing + X-Range Attack + Teleport
Accuracy: S for primary target, B for additional targets.
Description: The user warps in front of an enemy, then quickly performs two sword slashes to create an X shape. Can hit up to 5 targets with good RP. Rare
Duration: Once.
Element: Null
Special: Teleport: When RP Quality is excellent, this attack also counts as a free dodge.
Trader Rank: B
: Racburglar, Classic Rock
M5. AirShot3Damage: 120 + Microburst
Accuracy: A
Description: A buster-like gun that shoots a bullet of compressed air, sending whatever it hits flying.
Duration: Once
Element: Null
Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
Trader Rank: B
: Racburglar to Hard Rock
S3. Divert Power (Dodge + Sig Chill [Optic Blast] + 2TCD)
-Passive Dodge- [+Scramble]
M6. 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 A, NeoMetool3 B, Hard Rock


DecoyA: Charge Racburglar
DecoyB: Move ahead and to left of Shrike, and maintain position
Spotting the dangerous Bandcoon variant through his readout, Mazer called out to his charges to be wary of it, while they prepared themselves for battle. Shrike's incendiary launcher was reformatted via Mach's assistance to become a monster worthy of designation as a weapon of mass destruction; it rained death on the three viruses that were marked. The Racburglar, outed by the power of operator oversight, took the first initiative through the fiery hell and leapt up into the air past the decoy charging it, attempting to sabotage its enemies via some sticky fingers.

Unfortunately for the furry thief, its fingers grasped nothing but air, as it had not accounted for a second Mach decoy next to Shrike. The Doomer tried to launch out its boomerang-head in retaliation, with afterimages chasing after it—it managed to land a solid triple hit on Shrike (-25x3)—but was destroyed for its efforts. One of the NeoMetools spat out a bullet towards Mach, but hit air as well, as Mach was too fast for its aim.

MachMan then vanished from sight entirely, while Shrike double-tapped the already-dead PulseBat for good measure. The NeoMetools banded together to shoot out more bullets towards Mach and Shrike, which the latter was unfortunately unable to avoid, being damaged quite critically. (-70, Second Chance!) Mach activated his GrabRevenge to prepare for any enemy warps, before doing the same himself towards the Racburglar, exposed under Shrike's position. Unable to anticipate the attack with any evasive maneuvers, it was slashed across its back and screeched angrily.

In response, the raccoon virus tried to snag something on the invisible enemy attacking it, but was predictably unsuccessful, before a high-powered airburst ended its life as a splat of junk data on a rock. Realizing that they were hopelessly outmatched, the two NeoMetools tried to hide underneath their helmets, but the Sunshine chip made sure that it would be the last thing they did as they were engulfed by the power of a miniature star.

-=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: 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.
B: DELETED
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.
: 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
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, Yumland

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
PulseBat3PulseBat3 (PulseBat)

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

HP: 240
Attack Damage/Effect: 120 + Seeking
Attack Accuracy: A
Attack Description: Uses a sonic screech to damage its opponents.
Secondary Attack Effect: EchoLocation
Secondary Attack Description: Launches a sonic pulse to reveal hidden or illusory targets.
Element: None
Possible Rewards (Per Virus): Pulsar3, EchoLocation, Zenny.
Special: Airshoes. If PulseBat hits an object, its attack spreads to up to 8 other targets at half damage while dealing full damage to that object. Every other turn, this virus enters High Altitude (dropdown) status and does not attack. Can use Rockcube chip once per battle.
: DELETED

-=Navis=-
MachMan.Exe: 640Hp [Flying over Soil]
Shrike.SP: 1Hp [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]
5% Normal
  • No effects.
[Singular patch of hard ground]
10% Broken
  • Not bottomless.
  • Reverts to Normal after a time, if no one is inside.
  • Doubles dodge penalties for bad RP.
  • 1-4 Movements actions to climb back out depending on method.
[Broken patches of ground where Doomer and Kabutank3 were]

-=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, Victory!!=-
Rewards: QuadBombDamage: 30 + Blast 2 x 4 Bombs
Accuracy: C
Description: Throws four bombs with a wide range blast at an enemy.
Duration: Once
Element: Null
Trader Rank: B
Battlechip, 6600z, 60 BugFrags, +1 Doomer Bounty
In a flurry of fire, blades, and beams, the battle ended with Mach and Shrike victorious. Mach had nary a scratch when he reverted to his default opaqueness, but Shrike; however, didn't come out as unscathed. The SP managed to keep itself airborne and steady enough to make an only slightly clumsy landing at MachMan's feet. Its stubby arms and legs were dented and gouged by the small boomerangs, while its central eye had deep trenches bored out of its hull by the NeoMetool's bullets.

"Low p-power, repairs required" the SP chirped in its mechanical, monotone voice. Besides the minor skip in its voice, one couldn't pick up distress in its tone, and its eye continued to occasionally pan around as if undeterred by the severe damage. Though Mach could simply heal it later, he didn't want to waste his regenerative energies mid-battle when he had remedies that could only be used during these brief periods of peace.

Mach reached down towards Shrike, his right hand clutching the freshly-formed LargeEnergyPack. He didn't even need to lean down to touch the SP and activate the energy pack, thanks to his unnaturally long and spindly arms. The subchip burst into a vibrantly glowing green splash of data, which almost completely covered the SP and quickly went to work. In only a second or so, the energy seemed to disappear/seep into the SP, revealing a freshly repaired and almost polished outer frame, just like new. The SP's large eye panned to Mach and briefly stared, as if out of thanks, though what it said didn't confirm that emotion. "Power restored, all systems green."

With that, Mach spooled up his engines, which prompted the freshly rejeuvinated SP to do the same. A brief moment later, the two programs took to the sky and resumed their course deeper into the wilds.

((LargeEnergyPack: Shrike.SP))
((Ready for Battle #5))
((Doomer Bounty: 4 kills))
Repairing Shrike's damage in an instant with an energy pack, Mach then led the way through the Okuden Chaos area, looking for more viral hostiles to test his arsenal on. His flight led him to a more forested area, where the greenery started to obscure more of the ground, though somewhat sparsely. Every now and again, Mach would spot a few plant-type viruses or two, moving through the area, but oddly enough, as soon as he flew near them, they disintegrated at the mere wind kicked up by his thrusters. The trees around them also did the same, and rotted into junk data at the slightest breeze. The trail of rot began to grow more distinctive, making up a pathway through the forest.

Eventually, he came towards the end of the trail, where the rot had made a sizable circular clearing. A low orchestral tune could be heard from the distance as he approached, spotting two figures in the clearing. A cream white humanoid-shaped robot hovered above the wilted grass in the clearing, its very skeletal frame looking extremely barebones, rather like a stick figure. Atop its neck, however, where a head should be, an oversized video camera tilted itself down at a cluster of Mushy viruses, huddled up together. Their movements were extremely sluggish, and their exterior was growing browner by the second.

From behind, Mach would be able to see a holoscreen hovering over the robot's camera head, depicting an old man in a dull blue shirt, his thinning grey hair combed back neatly. From far away, despite the distance between them, Mach could hear a deep voice speak from the screen, slowly and deliberately, as if narrating to an audience. "And so, this majestic fungus, begins to rot away, into the earth. Time is a constant, and this virus, is no exception. More will come after them, ushering in a new generation, to proliferate through the forests once more."

When the narration ended, the Mushy viruses stopped moving entirely, just as he had seen prior. The robotic frame then turned itself around, pointing its camera skywards, in his direction, as did the old man. The music coming from the robot began to slowly quiet down, and the old man smiled slightly, before beginning to narrate once more. "Far from the ground. High in the air, where the birds run free, flying Navigators can sometimes be seen, making their way through the networks. It's a marvel to behold, dominating the skies with their all-seeing eyes. These fantastical fliers, are often the apex predators of their areas, having little to fear from ground-bound viruses."

The robot then began to rise up into the air, as the a different orchestral score started up from the robot. At the same time, from between the trees, identical-looking robots rose into the skies as well, their camera heads surrounding him in an unexpected full-range filming. The holoscreen that was above the first robot was replicated across all of them, and he was able to hear the voice and the music from each one, as well. "At the same time, these too, must succumb to the tune of time, as all will do. Perhaps we will see this one withstand its unwavering approach."

Suddenly, Mach felt his engines start to slow down, as each of the robots' lenses mechanically began to zoom in on their specimen.

-- Paparazzi Posse --
Broadcast Bot Collective A: 400 HP (Flying over Grass) [High Altitude, to the right]
Broadcast Bot Collective B: 400 HP (Flying over Grass) [On the rear, to the left]
Broadcast Bot Collective C: 400 HP (Flying over Soil) [Directly ahead]
Broadcast Bot Collective D: 400 HP (Flying over Grass) [Directly to the left]
Broadcast Bot Collective E: 400 HP (Flying over Soil) [Slightly below, on the rear to the left]
Broadcast Bot Collective F: 400 HP (Flying over Soil) [Ahead, to the right]
Broadcast Bot Collective G: 400 HP (Flying over Grass) [Directly behind]

-- Focused Fliers --
MachMan.EXE: 640 HP (Flying over Soil)
Shrike.SP: 100 HP (Flying over Soil)

-- Surrounding Stage --
40% Soil (Clearing)
60% Grass (Surrounding forested area)

-- Chaos Battle 5, Ready? Start!!
To Shrike and Mazer, it appeared the programs had happened upon a mildly-ominous nature documentary covering some odd sort of decay. To Mach; however, all he 'saw' was he was quickly surrounded, and something was causing an uncommanded sluggishness in his engines. Regardless of their intentions, Mach was having none of it. " Barrier200Protection: Combined Damage of 200 HP
Accuracy: S
Description: Defensive field that prevents damage up to 200HP.
Duration: Until Destroyed
Element: Null
Special: Status Guard: This chip blocks debuffs.
Trader Rank: B
, DashAttack3Damage: 150 + Impact + LineAttack(5) + Movement
Accuracy: C
Description: The user charges forward at a great speed to ram a line of enemies. Hits a maximum of 5 enemies before the momentum is lost.
Duration: Once
Element: Null
Special: Direction of travel may be altered with chip, terrain, and sig use.
Trader Rank: B
, 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
, & Synapse2Damage: 120 + Piercing + Chain 2
Accuracy: B
Description: Produces a powerful ray through sheer force of thought, which arcs towards nearby enemies when it hits a target.
Duration: Once
Element: Elec
Special: Chain 2: This attack, upon striking a target, may change directions towards a new target. This may be done up to 2 times in one attack.
Trader Rank: C
!"
the Navi demanded, while Shrike immediately became combative in response to Mach's unheard commands, summoning its launcher array. Mazer worked quickly to slot in the first couple chips, resisting the urge to distract himself from loading the chips by curiously watching how the new chip would manifest. Waves of white light bounced over the Navi's armor and limbs as his debug subroutine kicked off in response to the unexplained engine slowdown.

As soon as the first chip was successfully uploaded, a perfect sphere of cyan light enveloped the entire Navi, though it was dim enough to see Mach's angular outline inside as he tried to quickly boost forward and to the right in an attempt to shake himself from the camera array's multi-eyed gaze. Twin cones of flame burst forth from his engines and lanced through the cyan barrier with seemingly no ill effect, but they disappeared quickly as Mach only briefly "tapped the throttles."

Meanwhile, Shrike's eye met the stares of two skeletal camera bots, placing targeting locks on both thanks to its ability to gimbal its large mechanical eye in nearly any direction without rotating its body. After picking out its two targets, its stumpy body rotated to bring its launcher to bear on the camera bot directly behind Mach. In a flash of smoke and flame accompanied by a shrill roar of vaporizing rocket fuel, a single incendiary explosive-carrying rocket streaked out from its launcher and bee-lined towards the camera program. The white exhaust trail was eventually punctuated with a bright orange fireball and a deep boom now all-to-familiar to this little corner of the network.

As soon as the rocket left its launcher, Shrike's eye rolled back in its housing before staring out of its own back to its second target. The rest of its body pivoted into place a second later, followed by an immediate, simultaneous launch of the second and third rockets. One streaked straight ahead in an attempt to peg the camera bot straight in the lens, but the third almost immediately angled downwards and dove into the ground with a panel-shattering explosion.

The trio of explosions were Mach's cue to utilize the freshly-uploaded second chip, causing Mach to disappear entirely with a mere blip of cyan light, only to instantly re-appear directly behind the first cam bot targeted by Shrike's rockets. Though he'd re-positioned in the blink of an eye, he somehow 'firewalled' his engines on the way, so he appeared with nearly twenty-foot, shock diamond-lined cones of purple and cyan flame and a throaty, frenzied roar.

Not only did he throttle up, he also multiplied; three MachMen appeared instead of just one. He careened forward and ripped through the sound barrier in an attempt to deliver a supersonic shoulder ram into the back of the cam bot, then shred through his previous position not 10 seconds ago to deliver an equally-fast attack on the Broadcast Bot at his 12 o'clock. The other two Machs, his decoys, shot off at equally fast speeds in different directions; one slightly off to the right to charge the bot forward and to the right, with the second dove down and to the left.

Shrike was told of Mach's intentions by the Navi himself, so as soon as he disappeared, the SP dove down and to the right to not only attempt to shake off attacks by any peering cameras, but also to avoid getting hit by Mach's charge. Since it also knew its master's flight path, it managed to lock its free-'floating' eye on Mach as he tore past, shooting a light-speed beam of energy to help restore some of the energy expended by his SCRAM boost.

As soon as Mach ripped through the second Broadcast Bot's position, he disappeared a second time, only to reappear next to the broadcast bot up and to the right with an ear-piercing, percussive boom. He didn't appear to lose any momentum during his teleport, but his new vector was nearly perpendicular to his first as he dove right-to-left across the sky in an attempt to bash two more camera bots before his chip-fueled boost ran dry. After blasting hopefully blasting through the fourth cam bot's position, Mach banked hard right and hooked around to use his built-up momentum to put himself in an advantageous position for his next, and freshly-uploaded battlechip.

Meanwhile, Shrike locked its cycloptic gaze on one of the camera bots that hadn't yet been subject to their attacks, attempting to get their mechanical eyes to meet even for just a brief moment. As soon as it happened, the camera bot would've likely gotten a very good (albeit brief) shot of Shrike's shutter-like pupil change from a vibrant green to deep red. If Shrike's aim was true, that would be all the camera would be able to pick up, as the shot of the SP's eye would've then been replaced by a blinding ray of heat. The crimson beam seared through the air like a laser pointer through smoke for a couple seconds, then flickered out to avoid overheating/overloading the SP's primary means of vision and weaponry.

When the laser beam flickered away, it was immediately upstaged by a perfectly-straight torrent of photonic energy, traced back to a miniature star that had materialized several feet over Mach's opaque cyan canopy. The ray lanced through the air with the aim of bathing two of the camera array bots in a beam of blindingly brilliant light. Though packing much more power, it too didn't last long; the ray thinned and eventually disappeared with little more than flickering embers in its wake. Mach then cartwheeled to the right, especially if his Barrier was no longer there to protect him, in an attempt to get himself briefly out of the line of fire before sending another attack their way. With little more than a brief buzz of electricity as a warning, a white-hot bolt of electricity lept forth from the pointed aircraft fuselage-inspired tip of his chest armor and careened towards one of the targets he previously attempted to drown in sunlight.

The thunderbolt zipped through the air in a jagged path towards the broadcast bot, with full intent to deliver a damaging jolt of electrical power before "bouncing" off to streak through the sky to blast the north-most camera-headed program with an equally powerful shock. If the bolt managed to strike true, it still had enough juice to arc one last time; its last target was the program furthest to the right on the battlefield (in reference to Mach's initial start point at the beginning of the battle).

While the bolt possibly pinballed amongst the bot collective, Shrike's burst and blackened launch tubes were refreshed in a brief swarm of data and were again loaded with another trio of rockets. Now all he needed were targets.


ACTIONS: Passive Haste, Accuracy Enhancement, Status Cure, Dodge x2, Decoy x2
-Status Cure-
M1. Barrier200Protection: Combined Damage of 200 HP
Accuracy: S
Description: Defensive field that prevents damage up to 200HP.
Duration: Until Destroyed
Element: Null
Special: Status Guard: This chip blocks debuffs.
Trader Rank: B
: MachMan.EXE
-Passive Dodge- [+Scramble]
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
Broadcast Bot Collective G, C, Soil Panel
M2. SCRAM Boost: Teleport behind Broadcast Bot Collective G (Teleport + 2TCD)
M3. DashAttack3Damage: 150 + Impact + LineAttack(5) + Movement
Accuracy: C
Description: The user charges forward at a great speed to ram a line of enemies. Hits a maximum of 5 enemies before the momentum is lost.
Duration: Once
Element: Null
Special: Direction of travel may be altered with chip, terrain, and sig use.
Trader Rank: B
Broadcast Bot Collective G + C [+Overclock (Turn ~120 degrees to the right and travel forward to line up Bots E & G)]
S2. Divert Power: SCRAM Boost (Dodge + Sig Chill + 2TCD)
M4. Blitz Assault: Teleport behind Broadcast Bot Collective A (Teleport + Stun(Nova2) + 4TCD) [Allowing DashAttack3Damage: 150 + Impact + LineAttack(5) + Movement
Accuracy: C
Description: The user charges forward at a great speed to ram a line of enemies. Hits a maximum of 5 enemies before the momentum is lost.
Duration: Once
Element: Null
Special: Direction of travel may be altered with chip, terrain, and sig use.
Trader Rank: B
to also hit Broadcast Bot Collective A + D]
S3. Optic Blast: Broadcast Bot Collective B (80dmg Fire + Break + Blind + 4TCD)
M5. 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
Broadcast Bot Collective E + G
-Passive Dodge- [+Scramble]
M6. Synapse2Damage: 120 + Piercing + Chain 2
Accuracy: B
Description: Produces a powerful ray through sheer force of thought, which arcs towards nearby enemies when it hits a target.
Duration: Once
Element: Elec
Special: Chain 2: This attack, upon striking a target, may change directions towards a new target. This may be done up to 2 times in one attack.
Trader Rank: C
Broadcast Bot Collective G, C, A
-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: Appear after SCRAM Boost, charge Broadcast Bot F
DecoyB: Appear after SCRAM Boost, charge Broadcast Bot E
"Feeling threatened by an unknown invader in its inviolable territory, the aerial ace warily regards the newcomer, shaking off its arrogance in exchange for vigilance," announced the old man, as Mach's engines began to recover from the unexplained slowdown, and put up a barrier to prevent any further interruptions. The cyan sphere that enveloped him rippled repeatedly as soon as it went up, intercepting the malicious signals that seemed to be coming from the crowd of robots around him. Each of the skeletal frames' cameras retracted slightly at this development, with all of them beginning to slowly hover outwards from him to increase the radius of their encirclement.

"Its efforts are repaid twofold, as the newcomers were unable to stare down the foe that was, moments earlier, far outnumbered by their ranks." Mach's partner proceeded to lock its sights on two of the bots with a pair of incendiary Magnum rounds. Both of them were unable to avoid the shot in time and sustained a decent amount of damage. As the smoke cleared, it appeared that the first of Shrike's targets had entirely vanished--the other receiver still stood, albeit somewhat injured. The last shell found its way screeching down towards the ground, erupting in a brilliant explosion that resulted in a small crater.

"The predator tests its claws, and they indeed prove to be quite sharp," the old man continued to comment, in the same slow, unchanging tone. It seemed like he was unaware of Shrike acting separately from its master, who immediately repositioned himself towards one of the cambots with a fearsome war cry. As the bots rapidly swiveled their camera heads in his direction, his ramming attacks crashed into the ones that had lined up before him, replicated by the two decoys that matched his appearance. "And then, a dive!"

"Such speed proves to be vital in the fight for air superiority."

Being on the receiving end of both Shrike and MachMan's attacks, the cambot was left with only half of its lower body now, with the rest ripped into shreds. The others tried to move away from his replicas' attacks, but when they dissipated into the air, their evasive maneuvers immediately halted.

MachMan himself wasn't quite done yet, however, and teleported yet again to extend his attack, while the bots began to pepper him with some attacks. Only one of them managed to bounce off of his strong barrier, and even then it only barely scratched it.

The second charge blasted through two more of the bots, but this time, the first of them was able to barely scoot out of the way of his strikes, while the second he collided into didn't feel quite as solid as his first attack; it reacted with a strange electrostatic response. It was when he ended his blitz that he could see the robot's figure crackle in and out of vision, before disappearing into thin air. The part of the old man's voice that had come from it also faded out, yet the others continued to project his commentary.

"In the midst of its frantic charges, the predator notices something odd about its pursuers. Perhaps they were more than what meets the eye."

As Shrike had detached itself from its master, it was free to contribute an attack of its own power; its one-eyed Optic Blast ripped through the air with its red-hot gaze. Unfortunately, its target swerved away from the attack just in the nick of time, unaffected by the laser. MachMan's attack was far more impressive, with the Sunshine attack immediately following tearing through the bots' ranks. Oddly enough, the path of the Sunshine beam immediately shifted away from his original target to one on the opposite end of the bot group, punching through its torso. His original target flickered out of existence again, as would a holographic image that had lost its projection source.

"Nevertheless, the pursuers carry on, with a newcomer to assist them."

With the last of the attacks charging, MachMan heard the sound of a helicopter propeller somewhere above him. Another one of the cambots had appeared, though distinctly different from the others. It had a propeller and wings attached to its back, along with a large minigun strapped to its arm. Raising the minigun up, the bullets started to fly, and MachMan was unfortunately not quite prepared to avoid the hailstorm. Thankfully, the minigun wasn't all that accurate, so the barrier he had up absorbed all of the damage quite easily, but it was definitely slightly worse for wear. The Synapse he charged up was a good counter to the damage, hitting true on one of the bots--the one that had been receiving the most damage so far. It hung on by a thread, but it was clear that it was on its last throes.

"They are undeterred in their chase, as indomitable as their foe may be, calling upon more of their comrades."

Three of the bots began to flicker slightly, before splitting into two identical-looking copies of themselves, damage and all, replacing the three that had been outed as projections earlier. No doubt, these new additions were also projections, but would Mach and Shrike be able to differentiate them now?

-- Paparazzi Posse --
Broadcast Bot Collective A: 400 HP (Flying over Grass) [High Altitude, to the right of the center of the clearing] [Stun1]
Broadcast Bot Collective B: 400 HP (Flying over Grass) [On the rear, to the left]
Broadcast Bot Collective C: 10 HP (Flying over Soil) [Middle of the clearing]
Broadcast Bot Collective D: 10 HP (Flying over Soil) [Middle of the clearing]
Broadcast Bot Collective E: 320 HP (Flying over Soil) [Ahead, to the right]
Broadcast Bot Collective F: 320 HP (Flying over Soil) [Ahead, to the right]
Broadcast Bot Collective G: 400 HP (Flying over Grass) [High Altitude, to the right of the center of the clearing]
Broadcast Bot Collective H ( AirRaid3HP: 100
Properties: Normal, Omnishoes, Mobile
Object Damage: 50 + Impact
Damage Method: Telekinesis
Gun Attack Damage: 10 x 20 Shots
Accuracy: A
Description: Summons a fighter plane to strafe your enemies.
Duration: 3 turns or Until destroyed
Element: Null
Trader Rank: B
): 100 HP (Flying over Grass) [Directly to the rear]

-- Focused Fliers --
MachMan.EXE: 640 HP (Flying over Soil, near Bot C/D) ( Barrier200Protection: Combined Damage of 200 HP
Accuracy: S
Description: Defensive field that prevents damage up to 200HP.
Duration: Until Destroyed
Element: Null
Special: Status Guard: This chip blocks debuffs.
Trader Rank: B
: 140/200) (Scramble: 1 Movement, 1 Feint)
Shrike.SP: 100 HP (Flying over Soil, near bot E/F) (Reloaded: 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
)

-- Surrounding Stage --
35% 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.
(Clearing)
5% Broken
  • Not bottomless.
  • Reverts to Normal after a time, if no one is inside.
  • Doubles dodge penalties for bad RP.
  • 1-4 Movements actions to climb back out depending on method.
(Single panel in the middle of the clearing)
60% Grass
  • Wood Elementals get +5 HP/action.
  • Fire attacks: +100% Source Damage, change terrain hit to Soil.
  • PanelShot: Imbue Wood.
(Surrounding forested area)

While Mazer was more cognizant of the strange documentary-esque narration, both Mach and Shrike seemed deaf to the old man's ominously smooth play-by-play of the battle. It didn't take long for Mach to realize the camera bots were using a similar strategy to his own; though unable to physically observe the decoys/illusions flicker and disappear, HP numbers were one of the few tidbits of information he could 'see,' and he knew his chips well enough to know none of them could drop these targets in one hit. That combined with the lack of a jolt from his supersonic tackle as he passed through one of his target's positions made it clear he was up against a significant number of decoys.

Unlike the last major opponent he faced, he had a counter in ready supply in addition to some of his battle chips: his buster. [Decoys,] he declared over his voice-only link with Mazer, followed by a list of chips. [ CrossGunDamage: 140 + Spread 4
Accuracy: A
Description: A gun whose shot penetrates enemies to hit up to four enemies diagonally from it, as if forming a X shape.
Duration: Once
Element: Null
Trader Rank: A
, AirShot3Damage: 120 + Microburst
Accuracy: A
Description: A buster-like gun that shoots a bullet of compressed air, sending whatever it hits flying.
Duration: Once
Element: Null
Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
Trader Rank: B
, ElecPulse1Damage: 100 + Seeking + Glitch + Cone Attack
Accuracy: C
Description: Blast up to 4 enemies with a cone of electromagnetic waves that disrupts invisibility and causes glitches.
Duration: Once
Element: Elec
Special: Close range only.
Trader Rank: D
, FirePlusStatus: Fire Element UP x2, Not Stackable
Accuracy: S
Description: Adds +100% Source damage to all hits of a Fire Element attack chip, before any external environment-related or target-related damage modifiers apply. Not compatible with any other source modifiers, except innate elemental bonus. Rare
Duration: Once
Element: Fire
Trader Rank: A
, and 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
]


The mechanical fingers of his right hand folded away from his palm at his major knuckles, then slid back so his fingertips rested against the back of his own hand and left the rectangular buster barrel unobstructed. In addition, a rectangular targeting optic slid up from his forearm. Normally this would prompt a slightly zoomed "gunsight" reticle to appear in his vision, but with his recent blindness, it was replaced with a more rudimentary square grid that would theoretically erase any enemy signals that aren't legitimate programs, and reveal any hidden targets.

While it wasn't easy to track due to the speed and chaos of the fight, he had an idea of which of his targets were real, and which had revealed themselves to be decoys. Like the predator the voice proclaimed him to be, Mach focused first on the weakest of the pack. He swung the buster towards the twin heavily-damaged bots, hopefully their relatively close proximity to one another would make it easy to pick out the fake. Assuming at least one of the two had to be the real one, he initially targeted the one he guessed to be the real deal, but would easily shift to the other if revealed to be fake by his buster sight. Said buster went off with a subdued pop and a faint flicker of muzzle flash as it sent a solid dart-like flechette towards his target.

While Mazer worked to upload the requested chips, Shrike moved to engage another bot MachMan guessed to be real. Its large mechanical eye smoothly and silently moved in its housing to point its pupil directly towards one of the two the camera-headed programs ahead and to the right. Once it locked on to its target, its gaze turned to a superheated glare; its viridian pupil rapidly changed to a vibrant crimson and sent an equally crimson beam of heat towards the program. Said beam lasted for less than a second, but it was aimed directly towards the bot's own eye-like lens, in an attempt to disable its weaponry.

With the first two chips loaded, Mach followed up with a much more explosive volley towards that same pair of programs. His buster changed slightly to sport a more reinforced, circular barrel, and was quickly maneuvered to point towards his targets. Once he picked out his target, he fired off the weapon with a much louder bang and brighter muzzle flash. The high-explosive round careened through the air before eventually hitting something, whether it be one of the bots or the ground below, and detonated a significant outwards in four cardinal directions in an outlandishly specialized explosion. Anything caught in the "+" of fire and shrapnel was in for a difficult time.

Mach believed he had been in one place for far too long, even though it was likely only for handful of seconds, and briefly put his engines to idle cycled his antigrav drive to cause him to suddenly plummet downwards several feet as if the invisible floor upon which he stood suddenly dropped out beneath him. His drive kicked back on and fairly roughly stopped his fall, while his left forearm and hand transformed into a compressor tank-lined cannon barrel. The bulbous and poorly fitted weapon to his overall angular design contained an odd set of compressors and valves to fire a tightly-packed projectile made entirely of compressed air and concussive force instead of a solid or plasma-based projectile. This weapon was quickly trained on camera bot sporting a propeller and minigun. The weapon went off with a sharp *POW* and sent the barely-visible projectile rocketing towards the target, packing enough kinetic force to scatter anything in its path like leaves in the wind.

While he engaged with his left, his right forearm and hand more-or-less reverted to its default form, but his fingers were left unnaturally splayed outwards. Seemingly undeterred, Mach pushed his throttles forward and tried to rapidly close the gap between him and the two programs ahead and to his right with a howling, rumbling roar from his twin jet engines. Meanwhile, Shrike used its much smaller engines in its stumpy legs to carve a climbing spiral path in the sky in an attempt to even briefly shake off the gaze of the cameras. Thanks to its "floating" frame design, while Shrike's limbs twisted around, the large, mechanical eye that made up the majority of its bulk shifted its gaze towards the myriad of targets around it, unhindered by the rest of its body twisting around its core.

Mach closed the distance with a quickness appropriate to his name, but needed to slow down or risk simply zooming past his targets. Twin rings of thrust-reverser vents opened near the intakes of his engines, then erupted with heat and flame when his thrust vectoring paddles at the exhaust sections clamped shut. This caused the Navi to proverbially screech to a halt as he punched his right arm and hand forward. As soon as he did so, a torrent of electricity and plasma erupted out from his hand, his unnaturally splayed fingers acted like a cone to direct the rings of plasma towards his two targets to bathe the area in volatile electrical power.

The light display didn't flicker much over his dark, matte-finished armor, though it did briefly help to highlight the memorial insignias painted/etched into his ruddervators. The geyser of energy was short lived, it fizzled out to a few electrical arcs among his fingers, then disappeared completely; Mach hoped the one-two punch of artillery and mass electrocution would also make both of his targets (permanently) disappear as well. Since his thrust reversers were still active, he kicked his throttles up again and angled his ruddervators downwards to send him back and skyward in an attempt to gain much-desired altitude and possibly avoid incoming fire. If his surprisingly useful barrier failed and he began to feel the entropic effects of the cameras' gaze, he activated his debug program to at least briefly stave off the inevitable.

The last of his chips were uploaded thanks to Mazer's well-practiced technique, and activated one of his newer chips, but with his own SP as the target. The SP didn't respond, but the triple launcher over its shoulder became abuzz with bits of data before reformatting into a much heavier, larger weapon array. With much larger launch tubes, the rockets inside carried double the standard-weight warhead. With its heavy ordinance loaded, the ocular SP selected its targets. It had its own idea of which targets were legitimate and which were spoofed, and its comparison with Mach's commanded targeting priority matched.

It brought its launcher to bear and targeted the two high-altitude programs up and to the right. As soon as it did so, two rockets burst from their launchers in a half-second staggered launch, sending both heavy rockets streaking across the sky. Its much larger, billowing white trails of smoke denoted its larger motors to propel the heavier warheads at the same speed as their standard variants, which briefly connected the launcher with the point of impact, which was declared with a large fireball followed by a pillar of black smoke, much larger than those seen mere minutes ago. After launching the first two rockets, Shrike's engine-laden legs twisted its frame nearly 180 degrees to lock on to its third target. With another flash of fire and billowing smoke, the third and final rocket was sent streaking towards the camera bot, in an attempt to give it a heavy dose of firepower.

Unseen by those focused on the battle above, a brief flash of green flickered in crater in the soil clearing, followed by what looked to be a wide, stunted dust devil that announced the arrival of a never before seen ally of MachMan: a GreenGon. The virus's snake-like spine was topped with a simplistic dragon-shaped head, with a single white spear-like horn protruding from its skull. Further down was a roughly cylindrical chest, which sprouted two large green wings, and two smaller three-fingered claws with no arms to speak of. One could assume another set of claws were further down, but its serpentine body extended down into the hole from which it emerged, obscuring the rest of its body.

The loyal virus appeared ambivalent to its relatively familiar surroundings, but it was all-too-happy to declare this little clearing in the forest as its territory, and would purge all trespassers with a righteous cyclone of fury. It threw open its jagged maw and let loose a roar like that of a howling gale; the leaves of the surrounding trees shuddered and dust lept into the air as a trio of green-tinged mini tornadoes materialized in the air and began to rip their way towards the members of the Broadcast Bot Collective previously targeted by Shrike's heavy rockets.

Mach didn't think the bots would be distracted enough by the GreenGon to not continue firing his direction, so he closed his thrust reversers and opened his vectoring paddles to send himself in a climbing spiral similar to the one Shrike performed seconds earlier.


ACTIONS: Passive Haste, Accuracy Enhancement, Status Cure, Dodge x2, Decoy x2
M1. Buster Attack: Broadcast Bot Collective C (50dmg + Seeking)
S1. Attack: Broadcast Bot Collective F (30dmg Fire + Disarm)
M2. CrossGunDamage: 140 + Spread 4
Accuracy: A
Description: A gun whose shot penetrates enemies to hit up to four enemies diagonally from it, as if forming a X shape.
Duration: Once
Element: Null
Trader Rank: A
: Broadcast Bot Collective F, E
-Passive Dodge- [+Scramble]
M3. AirShot3Damage: 120 + Microburst
Accuracy: A
Description: A buster-like gun that shoots a bullet of compressed air, sending whatever it hits flying.
Duration: Once
Element: Null
Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
Trader Rank: B
: Broadcast Bot Collective H
-Scramble Movement: Move into close range of Broadcast Bot Collective E, F- [+Overclock]
S2. Dodge
M4. ElecPulse1Damage: 100 + Seeking + Glitch + Cone Attack
Accuracy: C
Description: Blast up to 4 enemies with a cone of electromagnetic waves that disrupts invisibility and causes glitches.
Duration: Once
Element: Elec
Special: Close range only.
Trader Rank: D
: Broadcast Bot Collective F, E
-Scramble Feint: Fall back and gain altitude-
-Passive Status Cure-
M5. FirePlusStatus: Fire Element UP x2, Not Stackable
Accuracy: S
Description: Adds +100% Source damage to all hits of a Fire Element attack chip, before any external environment-related or target-related damage modifiers apply. Not compatible with any other source modifiers, except innate elemental bonus. Rare
Duration: Once
Element: Fire
Trader Rank: A
: Shrike.SP
S3. 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
: Broadcast Bot Collective A, G, B [+Marksmanship][+ FirePlusStatus: Fire Element UP x2, Not Stackable
Accuracy: S
Description: Adds +100% Source damage to all hits of a Fire Element attack chip, before any external environment-related or target-related damage modifiers apply. Not compatible with any other source modifiers, except innate elemental bonus. Rare
Duration: Once
Element: Fire
Trader Rank: A
][+15dmg Element Bonus]
M6. 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
: Broadcast Bot Collective A, G, B
-Passive Dodge- [+Scramble]



DecoyA: Inactive
DecoyB: Inactive