"You probably found this on my dead body, expecting this to be my spell book." -Vacuous Archive, Foreword
I attempt to tear apart the Planetary Shielding of the world and broadcast a psychic message across the Void to make everyone aware of what a Godmodder is, and what they can do.
The Heavy Gunner's eyes go wide as the Godmodder streaks towards him, and he evacuates the field immediately. Dropping his missile launcher, he shoots away using his jetpack while the Godmodder simply turns the helicopter he was hitching a ride on and its piloting Eggrobo into so much scrap and shrapnel.
The Daemonette looked up and simply sighed. "Stay... safe, perhaps?" She said, mostly to herself. Another ally gone, although this time the thinking and breathing part lived on. She wasn't sure what the Gunner would do when safely away from the field, of course, but that wasn't truly her business.
So, here she was, alone again. Perhaps if she was human that might sting a little, but despite appearances she remained very much distinct. Alien. Demonic, of course.
Monstrous.
That was a word with very specific connotations where she came from. Some ancient Eldar philosopher came up with it? That sounded right. It was the idea that the biggest difference between the People and the Monsters of the universe was their capacity to change. Orks were of course sapient, but since they would always desire war all the time with no exceptions at any point or have any member with a diverging goal, they were Monsters. Necrons could decide to follow goals that were fundamentally different. Some wished to exterminate all life, others desired to rule the other species with an iron fist. Both were perhaps lower case monstrous goals, but they were different in a way you would never see in an Ork.
Naturally, Daemons were definitely Monsters. Each kind followed different ideas, but within their various godly sections they all worked towards the exact same goal even if there was differing precise methods. Performing actions to promote the concepts of their deities. It had been commented by apparently everyone that she had gained independence through her interactions with the Descendant, but that meant more than perhaps some realized. Not just sapience, but true freedom from the shackles of her own core. A hybrid creature.
She was not upset due to being alone, not at all. She was miserable because while alone she could contemplate the new nature of her existence, and it did not fully sit well with her. As easy as it was to identify the issue, the fact was that it is proving significantly harder to actually live with it.
To take her mind off of it, perhaps temporary reinforcements were in order.
A Most Sacred Number USED
Once again, a vast amount of power had pooled thanks to the fallen summoner, and as always it was easy to manipulate. With only minimal special abilities, it simply responded to the beck and call of the Daemon, doing as she willed with ease. A satisfying feeling to have such power at your fingertips for sure. No doubt her summoner felt this way often indeed, when he still walked in the Materium.
So without further preamble, she skipped the usual rituals, and tore open a hole between here and the Warp, chanting as she brought forth 6 upon 6 upon 6 followers of the Prince of Pleasure. 216 all in all, Chaos Space Marines to be precise.
Naturally, they were rather unhappy that they had been interrupted. Their Lord in particular stomped over to the Daemon clearly visible, and made his displeasure clear.
"What is the meaning of this, worm? You best explain quickly, or I'll ensure you die before these other whelps." The Lord had apparently not been having a good day before arriving here.
In response, the Lesser Daemon simply smiled, and gestured with her human hand at the hostile mercenaries. The implication was clear, especially as her hand drifted towards the Godmodder himself.
"So, this is the other realm I've heard rumors of, where the "Godmodder" lies? Very well."
A force of over two hundred Astartes was not one to be underestimated, and so the field had momentarily fallen silent as they had arrived. The Chaos Lord marched up closer to the enemy, his retinue of Noise Marines right behind him, and looked around with incredible disdain at the foes he saw before him.
"THIS QUIET OFFENDS SLAANESH!" He roared.
"THINGS SHALL GET LOUD NOW!" He marched to the sides of his strike force, which raised their weapons as one. Sonic Blasters, Doom Sirens and Blastmasters all fired, an anarchic mess of light and sound that shredded a pair of unfortunate souls in their sights. The Sniper and the Engineer were torn to shreds by the sonic weaponry instantly, practically removed from existence by the overlapping sound waves. Wiped from the face of the planet, such was the strength of the weaponry.
The Lord had not been idle, of course. He had simply been attacking a different target. He had charged the Sentry Turret, just out of the cone of fire of his Noise Marines, plasma pistol firing. It was soon turned to slag, but he rested not and with a few slashes of his power sword it was turned to several small pieces of slag, destroyed utterly. Although not quite as thorough as the executions of the two guns for hire, the Sentry Turret was most definitely not coming back from that one.
With that, their mission was done, and rapidly the Astartes were consumed in flashes of unearthly purple light, returning to the Warp one by one. The Lord locked gazes with the Godmodder just before he left, implication clear.
We shall return, for longer or in greater force. You cannot deny the Gods.
And during all this, the Daemonette was simply standing near the rear of the battle line, smiling to herself.
Entity Orders:
Daemonette heals/calls in a new Skysmasher.
Skysmashers attack Corruption if not dead, otherwise whichever PG. They heal whatever needs healing, but not the Arbitrator since that's dead whatever we do.
Stats for re-summoned Technocratic Spearhead forces. Technocratic Spearhead Forces
-This is a Horde Entity, but the exact strength of each member of the horde is left deliberately undefined
-This Entity simply represents the bulk of the vast army the Technocracy has deployed to the battle; units that stand out from the crowd are separate entities
-This Entity gains 20,000 HP each round after the EoTB has resolved, capped at twice its initial strength. This ability is tagged as Reinforcements.
-This Entity has attack power equal to 1/8th of its current HP, and does not participate in the EoTB, instead contributing that attack power to boost my attack actions.
-If I only make a single attack post in a given turn, this Entity is considered to have attacked the target of that post twice.
General Action: Hold It Together
As the Arbitrator shook, General Mack pointed out the Medic and asked "Arbitrator, can you take that target down?"
To this, the vessel's AI replied "Easily, but there is an issue in the form of the barrage I am currently being subjected to. I do not anticipate survival until the point where I can fire my weapons again."
General Mack nodded, before saying "Then I am commanding you to put your shields into Overload."
The Arbitrator replied "Acknowledged." as Mack vacated the bridge, heading for the teleporter room. Deep within the ship's systems, the power plant released certain safety measures put in place to keep it from ripping itself to shreds in the process of normal operation. The generators spun faster and faster, producing immense amounts of power. This additional power was, by and large, routed to the shields, the barriers of shimmering plasma glowing brighter as they intensified to the point of near impenetrebility.
As Mack prepared to teleport out to his rear command post with the Spearhead Forces, the Arbitrator replied "My power generators cannot safely sustain this level of output. I estimate two minutes to total failure, at which point my current shell will cease to function."
General Mack nodded, saying the Technocracy motto "Glory to the Technocracy." as they teleported off the doomed vessel.
(Desired effect: The Arbitrator becomes invincible long enough to attack during the EoTB, after which it dies due to its power systems being pushed beyond design specifications)
Alright, time to derail something. No, not the plot of this story, that stupid Train of Thought that keeps growing exponentially over time.
I use my Goggles to analyze the Train of Thought. How does it keep going, and what is it using for its rails? It's quite obvious that the train is generating its own rails as it goes, and despite some of the firepower directed at the train, its engine doesn't appear to have taken any damage. Well, actually the engine doesn't exist, and yet the train keeps chugging along. Magic, apparently. The rails appear to be some sort of Wall of Force derivative as well, given how they disappear behind the train as it travels (because obviously, the battlefield isn't covered in rails).
If I could sabotage the rail creation mechanism, the train would end up either turning into a long train of trailers hooked together and driving like a car, or it would end up no longer being a train and would die. But how on earth am I supposed to do that? I wish I could just launch some sort of magic-based virus that can change the attributes of an active magical effect, but that either outright can't happen or requires a huge amount of work and excessive amounts of effort.
Time to try it anyways.
Now, the way a standard computer hack works is by changing the functionality of a targeted program, changing its function from its intended purpose (namely, not letting you access the data) to the purpose you want (namely, accessing that data). If security didn't exist, this would be a simple matter of writing and deploying code that replaces the unwanted functionality with the functionality you desire. However, in almost all cases, that is prevented by security features. Such security ranges from hard blocks on access (such as putting up a firewall that blocks malicious code entries, or making the only access point to the server a locked room guarded by armed guards) to countermeasures that shut down disruptive code, preventing the code from running. In order to successfully hack a program to complete your objective, you need to find a way around the security systems.
With a computer program, this could be something like injecting a payload into a packet that the firewall allows through (a code injection attack), or gaining root-level access that ignores those security measures (such as by putting the payload on a portable storage device and setting it to run automatically when a clueless admin plugs it into her computer). However, gaining direct hardware access to the computer is always the best way to hack into it, if you have the right kind of magic. With a little bit of technomancy, it is possible to deploy a program with root-level access onto a computer, and wipe out all of the security software at the same time.
So how does that relate to a magical effect? Well, a magical effect can be considered a program of some sort: a fireball could be considered a program that creates a projectile that explodes on impact with a surface. But each magical "program" is essentially in its own independent bubble, protected against outside manipulation. The usual countermeasure to magic you don't like is to dispel it, which is the hacking equivalent of either a DDOS (brute-forcing the system so that it can't do anything), or grabbing a sledgehammer and smashing the computer to bits. Except a dispel won't do anything against ongoing effects created by an external source, because even if the effect is briefly cancelled, the external source will quickly redeploy the effect in just a couple of seconds.
To knock out the Train of Thought's rail generation system, I have to breach the "bubble" that prevents me from manipulating it, then change it without either completely dispelling it or causing it to be replaced by the correct effect. An it's not like I can just utilize the same route that originally created the effect to-
Wait. Wait a minute. The Portal that keeps powering the train. It appears to be able to hold the key to solving the problem. Its system is heavily linked to the train's system, and it generates new carriages that work under the same rules.
I head over to the portal, and take a detailed Scan of it, including taking a nice good luck at the Carriage about to be pushed through on the other side of it. That gives me most of what I need to launch my plan.
Operation: Fail Engine:
Step 1: Set up a work environment. Because of the space needed for the construction project, this is most likely not possible in your pocket dimension base (unless you paid $10,000,000 for the Advanced Version with the hugely increased area). Thus, you instead mark out a random flat section of the battlefield, and deploy a time dilation field with a 50ft radius. Now, unfortunately, this field is heavily vulnerable to being disrupted by an arrival from outside with a different time stream (hence why it usually isn't used), so you also need a 50ft radius force field to keep out intruders.
Step 2: Build a train engine. Thankfully, because this is magic-based and all, it doesn't really have to be a realistic, useable, train engine. As long as it looks like a train engine on the outside, and has useable wheels, you should be okay.
-Note: Make sure to actually have the supplies on hand before building the train engine. Otherwise, you'll run out of materials halfway through, have to take a break from construction and deactivate everything to gather the rest of the supplies, then come back to see all the wheels taken off the train and some sort of "electro-sapper" placed on it.
Step 3: Using the data gathered from the Portal to the Plane of Train, enchant the train engine with all of the systems used by the other carriages in the Train of Thought. This means that if deployed to the Train of Thought, it can act just like any other carriage.
Step 4: Because you created those enchantments, you are able to modify them easily. Modify them to plant the payload onto the engine, which will do {REDACTED-SPOILERS}.
Step 4.5: Double-check the force field generator. Something's disrupting it. Wait a minute, here's another "electro-sapper" thingy attached to it. Shoot that thing off, and the force field shoot return to normal.
Step 5: The hard part: deploy the engine to the Train of Thought successfully. Or actually, not that hard. As it turns out, the Train of Thought actually implements a system that allows any individual with enough time and strength the ability to deploy a new carriage onto the train fairly simply. The only slight difference is that the train engine has to be on the front of the train to work properly, but it seems that the train already knows that and accounts for it (probably because someone planned to put an engine on it later anyways), and deploys the engine to the front of the train.
Step 6: profit.
The Results:
Well, the newly deployed engine is designed to deploy a number of special effects to destroy the Train's functionality. Firstly, it begins causing the train to go up an incline. Taking advantage of the already built-in systems that allow the train to changes its elevation up and down to go through the myriad craters all over the map and to hit targets on hills, the Fail Engine gradually begins to incline the train vertically. But whereas a normal train could only handle a 10 degree incline, the Train of Thought is apparently able to climb any incline it feels like, even a straight 90 degree incline. So soon, the train is climbing into space, with the trail end of carriages barely hanging onto the rails. But then, the incline goes past vertical, and the train begins to go upside-down. At this point, the train either finally succumbs to the law of gravity and falls off the rails, or the second part of the payload kicks in and removes the rails.
Now, as for the second part of the attack, the Fail Engine delivers a viral payload that modifies the rail creation system of the entire train, effectively disabling it. How? Well, just removing the rail creation system wouldn't work (because it would just be reinstated), so instead the system is modified to create the rails one foot below the carriages (or above them, if the carriages happen to be upside-down). Because the rails will always be a foot below the wheels and never actually touching them, the wheels will no longer be usable as rail wheels. This should ensure that all of the train's carriages get flipped upside down and dropped at terminal velocity.
Now, after all of the carriages end up in the dirt, the Fail Engine delivers another trick: it detonates. Yes, it turns out that while the Fail Engine was taking all of the carriages up an impossible mountain, it was also converting its momentum into stored energy in the form of fullerened antimatter. When the Fail Engine hits the ground after falling with the rest of the carriages, the hard impact jars the antimatter lose and detonates it in a massive explosion. It also manages to apply a last bit of enchantment to redirect some of the energy into the Portal to the Plane of Train, destabilizing and collapsing it before it can produce a Repair Carriage or something that fixes the carriages.
Oh wait, you thought that was it? Well, it was, for the engine. But not for the carriages that were hit by the viral metamagic carried in the Fail Engine. One other trick I had put in there was a single-use effect to swap the carriage's location with the location of any AG entity, controlled and activated by me. The idea is that it would be used to separate the carriage out into single components, and scattering them all about the field instead of maintaining a cohesive train.
But then one of the Godmodder's cronies decides he wants to attack a bunch of entities with an advanced charged attack, and a creative opportunity pops up. I activate the effect to swap the train carriages with the entities that are being hit by the attack as the attack is being executed, resulting in a significant portion (like 50%) of the damage from that assault being directed into the sorry remnants of the flipped-over, smashed, and blown-up train carriages. Out of all the stupid stories I can tell out of this fight, saying "My team escaped certain death by swapping locations with a train" is probably one of the weirder ones.
1/20 Chronal Accelerator
18/20 Sonic Amplifier (+1 autocrafter).
+1 @I just write
+1 @Moniker
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do). My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Golem Core: An advanced golem generating system. AG Forces:
Heavy Gunner: Currently the strongest AG entity on the field. PG Forces:
Monster House: Has high dodge, and is protecting the Monster Core. High priority target.
Monster Core: A PG snowball unit. High priority target after bringing down the monster house.
Monster Bed: Becomes more powerful as it gets attacked. Can have heavy combo potential with the Monster Core, and is bodyguarded by the Monster House. Hit this with SMASHes to break it down fast without letting it snowball.
The Mercs: A large group of meatwalls. Kill the medic first, find the spy and kill him too. Neutral/Hostile:
Winds of Anarchy: Currently appear to be anti-JOEBOB. Low priority target unless JOEBob runs out of entities.
Train of Thought: Can potentially be subverted through deploying carriages onto it.
Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
Base Defenses: Several advanced traps protecting my base.
7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
It looks like the Heisenberg's been shot down. Oh…
That's…
Terrible.
We ought to inform the families of the crew. I wouldn't worry about it too much.
I don't think the crew had any families, seeing as they only started existing when the blimp did.
Besides, it is the nature of entities within this world to die.
So, I suppose that was always going to happen.
Especially with a massive ball of explosives.
But, it did its purpose. Even so…
We ought to do something.
How about this?
So, in honor of the Heisenberg's crew, and its mission, I start lobbing bombs at the Forgotten Beast. It's what they would have wanted.
+2@DC3V
11/15 From the Ground Up
13/15 A Terrible Idea (+4 DC3V)
Scan:
Alright, where's that bloody Spy? Use a 4 charge (Target Locked) action to break his cloaking so we can actually see the git.
General/Charge:
Another summon was ready, and this time the Daemon switched back to calling for aid from the Komato Empire. She paused, thought, and tore open another portal with but a thought and a vast stockpile of energy.
More thoughts, more scrying, another simple message. She had it about down to a sector now, whoever these Tasen were they surely wouldn't be able to evade detection for much longer. This time, she also made the amendment of maybe requesting help, if it wouldn't be an issue.
Out of the fairly sizable portal next to her emerged another Assassin. This one looked clearly different from the other, however. Mainly because he seemed to be down an arm.
She just sort of looked at him blankly for a moment. "So are you?"
"Your salvation, yes." He replied. "A portal opened on the flagship and I came through. Your information has been helpful according to the Generals, but we shall take it from here. There is only so many places where the Tasen could hope to hide, Tor and Kiron's combined fleet are moving in. I just wanted the exercise."
The Daemonette blinked. "Alright then." She gestured towards the Unknown Monsters. "You can start by finishing them off."
With that, he teleported away. Reappearing right next to the front line of the Monsters, he sliced out with a laser dagger, killing five instantly. He frowned as he compared his current tally to the total number remaining, and teleported again. Appearing up above the center mass, he took in the sight of over ten thousand such weak creatures, and growled in frustration. The map data provided meant he could dodge anything the slow creatures could throw at him, but he was becoming annoyed by them.
"JUST DIE!" He yelled, falling to the ground with fist outstretched. A significant circle of land around him exploded, erupting into towering pillars of flame and easily burning dozens of the enemy to ashes. Now surrounded on all sides, it looked like he might be in trouble. Yet he only smirked as the monsters closed in from all sides.
He began teleporting around the circular area, creating countless bright flashes of light as he got up to speed. Satisfied with his progress in seconds, he raised an arm and began firing charged Plasma Cannons from a rack back on the supply ship, allowing him to maintain a constant rate of fire. The beams sliced through those closing in, the constant firing punching through and vaporizing numerous monsters before stopping, the circular pattern meaning no side was left untouched. After less than a minute, thousands upon thousands had fallen to this tactic, turned to so much dust and blood, with a massive area around the alien now clear of interlopers.
This tactic was harder to execute than it seemed. Even with the accurate mapping data provided, continuous teleports so close to the ground ran the very real risk of getting stuck in the ground and losing one's legs because of it. Still, the Assassin hardly cared. He was more than skilled enough to pull something as simple as this off, after all. You don't become the greatest Komato soldier ever without learning these tricks.
Most of them had died to just that, but several hundred yet remained, at inconvenient angles or trying to attack through different routes. Like they would present any more of a challenge. They dashed forward, soon entering melee range, and died for their arrogance. The Assassin teleported up into the sky, easily dodging their strikes, before almost flying through the sky with a string of chained teleports, dropping an array of laser daggers as he went and slicing many monsters to bits. He landed outside of their attempted encirclement, and they soon reorganized, turned and charged him. It hardly helped them. A final plasma cannon shot for good measure took out the central column, and when they got close a sweeping strike with another laser dagger took out those who attempted to envelop from the front. A strike repeated a few times as more came in, until the very last monsters turn and ran. A handful more were taken out by strikes from above, the Assassin falling on them with blade outstretched, and the Skysmashers coordinated with him to hunt down and execute the last few.
He walked back to the Daemonette, who was just standing there looking on at the carnage with a small amount of awe. "I... expected less."
The Komato just snorted. "You shouldn't have, I'm the best there is. They never stood a chance." He turned to look at the surviving mercenaries. "The name's Asha, and don't forget it." He teleported over to the Soldier and slashed at him repeatedly with his blade before teleporting back through the portal which closed behind him. Well that had worked, definitely, although the Soldier still lived.
Asha... the Daemon would have to remember that name.
Since it seems Corruption is dying this turn, I decide to use their filthy slime body to cover the Beacon of Protections beacon.
Corruption 21,000/100,000 A black sludge like creature, with tar, blood, body part's and . . ."other" things rolling around in it. Has a mask with a four leafed Clover on it.
7/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roulette- Inflict a random negative status effect to a targeted entity.
Special: Poisoned Homeland- If AG entities attacked other AG entities, then all? AG entities must attack one another.
In an attempt to make some of my abilities actually relevant again, I pull out a chunk of enriched uranium (which I would always carry on me for reasons that will soon become apparent), throw it at the Forgotten Beast, and use Atomancy to cause it to go critical right in front of it.
+2@DC3V
12/15 From the Ground Up
14/15 A Terrible Idea
Time to deploy my next device, the Sonic Amplifier and - great, I did it again, didn't I. Yep, I summoned Lucio. This won't happen a third time, hopefully. I'm a tinkerer, not a field commander.
Also, I was going to use the sonic amplifier to release an ultrasonic pulse to disrupt and short out any cloaking devices in the area. Someone's invisible in the area, and if it's not discovered, I could easily find myself dead due to a backstab. That Spy already significantly delayed Operation: Fail Engine, and only the fact that he can't get into my pocket dimension base is keeping all my valuable intel safe.
Wait a minute. How about instead of doing the convoluted "hit everything within a several mile radius with 1 damage" maneuver, I just upgrade my sensory equipment? After a quick RTB and a rapid refit later, my goggles now have a Truesight module installed. This module is designed to counter hostile stealth in several ways. First off, it picks up extremely low opacity values and optical distortions, then amplifies those effects to turn the invisible target translucent and visible to the naked eye. Invisibility is nearly impossible to get exactly perfect, and I doubt a Spy running on alternate-universe 20th-century technology would have a completely perfect cloaking system. Secondly, the module detects inaccuracies in the physical appearance or attributes of an object, and can then classify them as illusions. If the spy is disguised as one of our units, unless it acts just like them (in which case, thanks for the help), it will be exposed. Thirdly, it detects inaccuracies in an object's mass or chemical makeup through the application of low-level telekinetic fields, a technological variant of the psionic technique known as Starsight. Starsight is nearly impossible to fool, though it does suffer slightly from limited range (in this case, only about 480 feet).
So with these systems combined, the unfortunate Spy that dares to infiltrate our ranks is completely boned. And there he is, sneaking about, trying to backstab one of our units. Not today. I level my multicannon at him, charge up to 100%, and fire. Something in him compels him to look into my direction right as I fire, and the look on his face (or what I can see of it, anyways) is completely priceless, then gone as his head turns into ludicrous gibs. When you fire anti-tank weaponry into a mere human skull, stuff like this nearly always results.
Lucio: 50000 HP, 10000 attack
*Evasive: Lucio is REALLY hard to pin down, and can heal himself quite quickly to negate the damage he does take. He has a 30% dodge chance, and regenerates 5000 health every round.
*Awesome Music: Lucio's music is so awesome that it buffs allies. Lucio can pick 5 allies to buff with his music, providing either 2000 healing per round or giving them a 10% dodge chance (Lucio's choice). This is in addition to his normal attack.
*Amp it Up: 3 turn charge. Lucio amps up his awesome music, making his teammates even more boosted (and also deaf). Lucio's Awesome Music has 2.5x the effect, healing for 5000 healing per round or providing a 25% dodge chance. This is in addition to his normal attack.
*Sound Barrier: 5 turn charge. Lucio breaks it down and starts an epic dubstep solo, creating a 100000 strength barrier that blocks all attacks against the AGs until it is destroyed (or the end of the turn hits). This is in addition to his normal attack.
Entity Orders: Lucio applies a dodge buff to Zarya, the Golem Core, the Arbitrator, the Daemonette, and Donovon (substitute other random AGs if those entities are dead). Zarya shields the Golem Core. Zarya and Lucio team up to attack the first valid target on this list: the Medic, the Demoman, Corruption, and a random other PG entity. The Golem Core, if it ends the turn with at least 15 segments, will create a single head segment, two legs with 6 segments each, and put the rest into body; otherwise, it will prioritize putting 6 segments into its leg and put the rest into body to protect the core.
1/20 Chronal Accelerator 20/20 Sonic Amplifier (+1 moniker).
+1 @I just write
+1 @Moniker
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do). My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio:
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected. AG Forces:
Heavy Gunner: Currently the strongest AG entity on the field. PG Forces:
Monster House: Has high dodge, and is protecting the Monster Core. High priority target.
Monster Core: A PG snowball unit. High priority target after bringing down the monster house.
Monster Bed: Becomes more powerful as it gets attacked. Can have heavy combo potential with the Monster Core, and is bodyguarded by the Monster House. Hit this with SMASHes to break it down fast without letting it snowball.
The Mercs: A large group of meatwalls. Kill the medic first, find the spy and kill him too. Neutral/Hostile:
Winds of Anarchy: Currently appear to be anti-JOEBOB. Low priority target unless JOEBob runs out of entities.
Train of Thought: Can potentially be subverted through deploying carriages onto it.
Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
Base Defenses: Several advanced traps protecting my base.
7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
I keep wanting to introduce another character, but I never have enough time for both my actual action and a character introduction.
Epsilon: 17/20
Zeta: 17/20
+1 to MrMirrorMan, +1 to Joebob
"Hm?"
Hearing the noise, Thina glances from side to side, looking for a spot to hide before realizing she has one with her. Then she taps a few buttons on her visor, and the defense drone powers down temporarily, leaving it leaning against the door to the armory. For more realism, Thina gets a few pawfulls of dust and tosses them over the defense drone, before ducking behind it and looking at what is coming down the hallway. Hopefully, the defense drone will look like just another abandoned machine down here.
[PG] Personnel Defense Drone
120,000 / 120,000 HP.
Regenerates 3,000 HP per turn.
Deals 10,000 damage with normal attacks.
Active Ability - Shields UP - Bodyguards something else and grants 30% damage resistance for a turn. Cannot be used twice in a row.
General Action: Tip of the Spear
As General Mack arrives with the Technocractic Spearhead Forces, he notes "Our primary target right now is that Sniper. All forces, find that marksman, and ELIMINATE THEM!" As it turned out, finding the Sniper was pretty straightforward; they were right out in the open, on a nearby hill. The Sniper got a brief glance at General Mack entering a command IFV, before they saw every single one of the massive railguns and lasers in the Technocratic Spearhead Forces turning in their direction.
Suddenly, the hill the Sniper was on exploded as railgun shells and coherent blasts of light pulverized their position, but that wasn't the end of the onslaught. Just as they were managing to get up, a second barrage of projectiles impacted the Sniper, this time with one of the railgun shells punching a hole clean through their torso, annihilating most of their internal organs. As the sniper fell clutching the blasted ruin of their chest and their vision faded, they caught a glimpse of a massive column of tanks and self-propelled artillery pieces trundling towards them.
In the rapidly failing haze that was the Sniper's mind, they noticed that one of the tanks was coming towards them. Then they thought no more, as their brain was crushed beneath a tank tread, the machine barely slowing as it ended the Sniper's life.
[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.
(Piano has a different durability display for Lúin in the latest update, I can't tell if he decided to buff it by increasing it's # of uses, simplify the durability number or just made a mistake therefore I'm maintaining the current description until he clarifies.)
Durability- 100%
Ability-
Attack with Lúin's Full Power- consumes 20% durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.
(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.
Health- 35,000/40,000
Attack power- 0
Is currently burning. (2 round)
Is in The Library side quest.
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.
Health- 150,000/150,000
Attack power- 0
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one to 20% but is imprecise and also protects other forces reducing their percentage chance of being hit to 30%.
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.
(I don't actually know if I'm in the library due to lack of side quest update but I'll assume I am in this post. Also I updated my last post late Friday night (actually very early Saturday morning but it was still night for me.) so if you didn't see it go back and read it if you want, especially @JOEbob, @MrMirrorMan and @DCCCV because it had the potential to effect the actions you took.)
Arriving in the ruined library, William immediately gets to work unpacking items from the cart and setting up a small base camp at the library's reception desk. (if it has one, else just somewhere in the library.) An on fire Bouvreuil flies around it's armored creator chirping in it's own odd way. "You've done well to find this place Bouvreuil, now give me a moment to heal your current affliction..." following this statement the Blue Knight extends his hand out and and a water like liquid begins to come out of the gaps in the knight's gauntlet, this liquid envelops the knight's extended hand in a thin membrane without a drop falling to the ground. Bouvreuil lands on the Knight's extended hand and the liquid flows upward surrounding Bouvreuil in the liquid, the fire on Bouvreuil is put out instantly and slowly over the course of several minutes the worn parts on Bouvreuil begin to glow a light blue as they revert to a pristine condition. Once Bouvreuil is good as new the liquid membrane over him splashes to the floor as regular water.
[A]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.
(Piano has a different durability display for Lúin in the latest update, I can't tell if he decided to buff it by increasing it's # of uses, simplify the durability number or just made a mistake therefore I'm maintaining the current description until he clarifies.)
Durability- 100%
Ability-
Attack with Lúin's Full Power- consumes 20% durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.
(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.
Health- 35,000/40,000
Attack power- 0
Is currently burning. (2 round)
Is in The Library side quest.
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.
Health- 150,000/150,000
Attack power- 0
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one to 20% but is imprecise and also protects other forces reducing their percentage chance of being hit to 30%.
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.
(This post was originally a placeholder and my action was edited in after several other individuals had already posted their actions, due to this depending on the results of my actions the actions taken by other players might be effected. The individuals who's actions are affected by this post have the right to edit their actions if they wish to better reflect or respond to the action taken in this post. I have identified @JOEbob, @MrMirrorMan, and @DCCCV as the individuals most likely to be effected by my action.)
The Blue Knight picks up the Oilstone and calls out to the Descended who made it. (@DCCCV) "I believe this is yours friend." With that he tosses the stone at high speed to his fellow Descended, the stone is thrown not so fast as to prevent DCCCV from catching it but fast enough to make it difficult for just anyone to intercept it. "Me and William are going to examine a site of interest Bouvreuil found, we will return shortly, farewell friend."
With that done William packs up the Knight's cart and the two set off toward the library.
[Orders]
Bouvreuil- Flies around inside the library careful not to let anything inside catch fire due to his current status. Bouvreuil is trying to get a better idea of the layout of the Library. (By the way @pionoplayer would the nearly daily side quest updates allow Bouvreuil to act twice as long as he is in the side quest or is it still only once per normal turn.)
(If I'm allowed an action once I enter the Library, BK throws a bucket of water on Bouvreuil curing the burning status.)
You pick up the oilstone and toss it to DCCCV, and then head off to the library.
And yes, Bouvreuil will get to act twice. I really need to start having the forgotten beast act twice.
7/20 narrrrrrrnia.
4/20 perrrrrrrceptual form
+2 mirror PEBBLETOPIA DOPPE!
All damage methods have had their potency doubled to accelerate pebbletopia, as dopping twice a week is much slower and I don't like it being so slow. " She walks over to JOE as he's about to jab a USB drive into the Monster Parents, and forcefully grabs his hand, preventing him from doing so, and stabbing her claw gracefully into the USB, crushing it and breaking it apart, rendering it totally useless.
"Don't you think they've suffered enough?" She asks, completely doe-eyed and looking like the picture of innocence. "I think we can avoid trickery like that, don't you?"
Before he can argue and to accentuate the point, the Daemon's knee slams into the approximate torso area of JOE, causing him to double over as she walks away." "pft. you think they want to leave here?" "the burning fire in their eyes and scream of rage must not have been clear enough." "they want the Arbitrator to Die for killing the bed." "or its pilot to die i suppose." "empowering them shortens their suffering, as they, I suspect, will suffer until they learn that they have been avenged."
the daemonette is unable to react, possibly partly from shock, but mostly from having already used both actions. JOE sighs, and tendrils of code burst from the shards of the USB drive. the first, composed largely of GoTo's, clears the surrounding area, and the remaining two form a rift. they bend, and the rift becomes a portal, before stabilizing, and out floats an update terminal.
not this worlds update terminal, mind you, nor one with much power here.
the only thing I'll need it for is to record the code within. More specifically, the code for the HACK status effect.
It floats over in a cyan grip, a goop enveloping the keyboard to press the keys quicker then any human possibly could, and quickly about 83 files, folders, subfolders, and directors are searched, before I find the right one: HACK.cmd .
I proceed to stick a hand through this alternate update terminal's screen, breaking it but also letting me grab the physical incarnation of the HACK effect, before telling the monster parents "you want the Arbitrator dead right?"
when they nod, I say "alright, well this will let you stay until that happens.", before fusing the HACK with their skin, applying hack and preventing go back to sleep from ticking up.
well, thats what my post woooould have been.
if the school internet didn't give out at 11:00 and stay off till 1:40.
as it stands, i missed last round. hooray.
The monsters didn't work out very well, sadly, but eh. not everything can work the way I want it to.
I hope Narrrrrrrnia does though.
unknown monsters attack the arbitrator. its shields are at 0, so this very nearly kills it.
monster core makes more monsters, if it survives.
I look at the 3 artifacts on the floor and grab them. first, I grab the oilstone...
and give it to the godmodder.
then, I grab the electrostaff...
and give it to the godmodder.
then, I grab the giant bomb...
and toss it at the arbitrator.
Boooosh.
You pick up too much too fast and awaken an ancient evil in the caverns far below the... nah i'm just kidding. But attempting to pick up 3 things all at once makes you drop ALL of them.
The giant bomb lands on the arbitrator however, exploding in a massive fireball of 48000 damage. Shields annihilated, arbitrator itself takes 18000 damage.
AHHHHH I LEFT THE SHIELDS AT 0 THAT WAS A MISTAKE. I'M SORRRYYYYYYYY. Although the giant bomb fixed that pretty handily.
Civil War: 4/20
Sealed to the Enchantress: 3/20
+2 @DCCCV
Emerald sighs at the death of Memory, but then gets over it quickly. It's it like he knew Memory very well, Memory just owed him a favor. Then he punches the Medic in the face.
I join as Media. Picture a figure befitting of the name 'Media'. This is who you see. To ensure that you read this before anything else, I have placed it foremost in my post, and will contain the rest in a spoiler.
I will now reveal that regardless of what you percieve Media as, she is, in fact, a female. This may be unusual if you expected 'her' to be a 'him', by the name alone. But perhaps you did not expect a female figure, or even a humanoid figure. Perhaps you are picturing a mass of pixels that rapidly switch between various images of 'media'- video games, movies, books and whatnot. Pehaps you did expect a female Media after all. Perhaps you would compare her to the Medea of Greek mythology, due to the extraordinarily similar names. Don't be confused, though, I'm not telling you what you see, that's up to your subconcious.
Perhaps, your perception of Media has been twisted from what it was originally- but that's fine. She likes it that way.
Now that you are familiarised with Media, and that necessary introductions have been made, I can continue.
'All roads lead to Rome,' as they say. "Who is 'they'?, you might ask? Everyone, of course. Everyone says 'All roads lead to Rome.' If everyone is saying it, it can't possibly be false, and expecting anything to the contrary would be unreasonable. With this in mind, Media bought the name 'Rome' through means that will remain vague and undefined. Without any further ado, she chooses to attribute 'Rome' to the immediate area around the Portal of the Plane of Train.
And that's it! That's all she would need to do. The Portal to the Plane of Train would find itself healed, through means I will now explain.
The Plane of Train is, of course, a plane (as in a dimension, not an aircraft) occupied entirely by the carriages of trains. By attacking the Portal to the Plane of Train, connections between these carriages are damaged, thus reducing the structural stability of the portal. The only way to fix such connections would be to introduce a carriage specially designed for the job. Given the size of the universe and/or multiverse, there's bound to be one somewhere out there. The fact that a random collection of molecules may be arranged into such a carriage means that it is possible for one to simply exist without intervention. Infinite improbability (due to the size of the universe) therefore makes it certain that such a carriage exists. And, due to the same logic, there is therefore such a carriage in any describable environment. What relation does this have to my earlier statements regarding Rome?
Well, allow me to present a series of statements and expectations from roads, Rome, and carriages:
'All roads lead to Rome.'
Cars drive on roads.
Carriages may also be described as 'cars'.
Therefore, carriages drive on roads. It is only logical.
In the universe, there is at least one specially designed carriage on a road. All roads lead to Rome.
At that, the carriage is lead to Rome, where the Portal to the Plane of Train sits. The carriage enters the portal, and begins repairing it from the inside. Perhaps it is also summoned as a carriage for the train. Perhaps it may be summoned the later this turn, by the Portal itself. Perhaps the Portal has health regeneration, for however long it lasts. Perhaps, and this is what I expect to happen, this action will simply be a heal for the Portal to the Plane of Train.
"If you are reading this, then I have failed horribly." -Vacuous Archive, Foreword
If possible, I pick up the Oilstone. If not, ah well. There are other, cooler transmuting gemstones I can make and use later on. Just you wait until I get to the one that turns Oxygen into Type O blood.
I take a look at the Heavy and Medic, and recall my training for this type of situation.
What do you think I'm going to do?
If the Medic has been downed, I turn my Gauss gun onto Corruption next.
I get my post in this time! YYYYYYYYEAH!
I should probably get around to fixing this whole problem with all these wasted posts...
suppose its a time thing
I use my post to bludgeon the Heavy to death.
(pleasegetthepun)
20/20 +1 from JOE IN USE: DISCARDED
20/20 +1 from JOE IN USE: DECORUM
"Well, seeing as how I haven't made a charge attack in some time, I think it's time I did an attack, and what better opportunity at this time than with a 40 point charge. . . well 2 20 point charges, but I'm using them on the same thing, so not much difference, right? Well, I best get to work." And with those words, I smash the clock that is my face. . . some remember that I did that when I tried to freeze time once before. . . through the crack, you see a void of static, there is only static, static and static but a different color, standing still for up to a minute, until I vanish, before reappearing with my fist appearing in the Arbitrator's face, before throwing them up into the air and throwing many metal needles into their everything, before grabbing them by the legs and smashing them into the Golem Core, breaking many parts of it, before picking them both up and crushing them into a ball of barbwire and sharp metal scrap, slamming it into Zarya, making it drag her around the battlefield. At this time, I grab a bomb, throw it upon the rolling metal ball of death, making it explode, sending glass shrapnel at the Missiles Skysmasher Drones and SWAT team members. I then appear behind Donovan, crush him into a ball, and appear a golf club, smashing the ball into the Beacon of Protection's beacon. I then drag all of the entities I attacked this turn minus the Beacon and the Daemonette, since I didn't attack the latter, before surrounding them all with glass needles surround them all, stabbing into all of them. I then appear before the Daemonette, raise my hand. . . and gently boop her on the nose. . . the entities that are alive just stare at me for a minute, and so I respond "What, did you expect me to end this with something violent and horrifying? Welp, sorry to disappoint, but you get something random to end this instead." Before walking back the the PG side of the field.
Corruption uses Weakness Roulette on the Blue Knight.
Corruption 21,000/100,000 A black sludge like creature, with tar, blood, body part's and . . ."other" things rolling around in it. Has a mask with a four leafed Clover on it.
7/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roulette- Inflict a random negative status effect to a targeted entity.
Special: Poisoned Homeland- If AG entities attacked other AG entities, then all? AG entities must attack one another.
you attack the:
arbitrator
golem core
Zarya
Skysmashers
SWAT Team
Donovan
and Beacon of Protection
in a massive chain attack for 20000 damage apiece. This kills a skysmasher drone, all of the SWAT units, the Arbitrator, and 3 of the Golem's body segments. OUCH.
15/20 narrrrrrrnia.+2 tog +2 tog +1 mirror +1 mirror +1 talist
5/20 perrrrrrrceptual form
+2 *talist pebbletopia dop! the weekend is a good time for these. I'd be able to do them on a school day, but there aren't any good blocks of time where I can just do it for a hour or two, and 4 15-minute time blocks are worse then one 1hour time block, by far.
I, by the power of the 1000th post... hm, what to do...
Well, unless something 1.1 or more times awesomer comes to me, I create a giant Fwee thing from birthday partys. who knows what it'll do, but it certainly involves celebrating!
ooh, idea. not sure its a good one, but I'm putting it out here in case piono thinks it is(... though it probably isn't); the pebbletopia battlefield somehow connecting to this one, like, say, troops from one being able to go to the other... or just whatever wacky effect a connection would have... maybe multiple GM's updating or something? who knows, pebbletopia is a weird case for a sidequest, being run entirely by a player.
I'd just like to stop and thank all of you for making this the incredible game that it's been so far. And I hope that you all continue to enjoy the eternal suffering and death of the godmodding war. Wait hold on...
JOE participates in this gratitude giving by summoning a FREE BIRTHDAY PRESENT. Whatever could it be?
For one round, people can input ideas as to what's in the present, and one of the ideas will randomly be chosen to be what's inside of the box when it opens.
"You probably found this on my dead body, expecting this to be my spell book." -Vacuous Archive, Foreword
I attempt to tear apart the Planetary Shielding of the world and broadcast a psychic message across the Void to make everyone aware of what a Godmodder is, and what they can do.
The planetary shielding isn't that easy to tear off, sadly, and someone else got the 1000th post.
But you get the feeling that something along these lines might be happening soon anyways...
The Heavy Gunner's eyes go wide as the Godmodder streaks towards him, and he evacuates the field immediately. Dropping his missile launcher, he shoots away using his jetpack while the Godmodder simply turns the helicopter he was hitching a ride on and its piloting Eggrobo into so much scrap and shrapnel.
The Daemonette looked up and simply sighed. "Stay... safe, perhaps?" She said, mostly to herself. Another ally gone, although this time the thinking and breathing part lived on. She wasn't sure what the Gunner would do when safely away from the field, of course, but that wasn't truly her business.
So, here she was, alone again. Perhaps if she was human that might sting a little, but despite appearances she remained very much distinct. Alien. Demonic, of course.
Monstrous.
That was a word with very specific connotations where she came from. Some ancient Eldar philosopher came up with it? That sounded right. It was the idea that the biggest difference between the People and the Monsters of the universe was their capacity to change. Orks were of course sapient, but since they would always desire war all the time with no exceptions at any point or have any member with a diverging goal, they were Monsters. Necrons could decide to follow goals that were fundamentally different. Some wished to exterminate all life, others desired to rule the other species with an iron fist. Both were perhaps lower case monstrous goals, but they were different in a way you would never see in an Ork.
Naturally, Daemons were definitely Monsters. Each kind followed different ideas, but within their various godly sections they all worked towards the exact same goal even if there was differing precise methods. Performing actions to promote the concepts of their deities. It had been commented by apparently everyone that she had gained independence through her interactions with the Descendant, but that meant more than perhaps some realized. Not just sapience, but true freedom from the shackles of her own core. A hybrid creature.
She was not upset due to being alone, not at all. She was miserable because while alone she could contemplate the new nature of her existence, and it did not fully sit well with her. As easy as it was to identify the issue, the fact was that it is proving significantly harder to actually live with it.
To take her mind off of it, perhaps temporary reinforcements were in order.
A Most Sacred Number USED
Once again, a vast amount of power had pooled thanks to the fallen summoner, and as always it was easy to manipulate. With only minimal special abilities, it simply responded to the beck and call of the Daemon, doing as she willed with ease. A satisfying feeling to have such power at your fingertips for sure. No doubt her summoner felt this way often indeed, when he still walked in the Materium.
So without further preamble, she skipped the usual rituals, and tore open a hole between here and the Warp, chanting as she brought forth 6 upon 6 upon 6 followers of the Prince of Pleasure. 216 all in all, Chaos Space Marines to be precise.
Naturally, they were rather unhappy that they had been interrupted. Their Lord in particular stomped over to the Daemon clearly visible, and made his displeasure clear.
"What is the meaning of this, worm? You best explain quickly, or I'll ensure you die before these other whelps." The Lord had apparently not been having a good day before arriving here.
In response, the Lesser Daemon simply smiled, and gestured with her human hand at the hostile mercenaries. The implication was clear, especially as her hand drifted towards the Godmodder himself.
"So, this is the other realm I've heard rumors of, where the "Godmodder" lies? Very well."
A force of over two hundred Astartes was not one to be underestimated, and so the field had momentarily fallen silent as they had arrived. The Chaos Lord marched up closer to the enemy, his retinue of Noise Marines right behind him, and looked around with incredible disdain at the foes he saw before him.
"THIS QUIET OFFENDS SLAANESH!" He roared.
"THINGS SHALL GET LOUD NOW!" He marched to the sides of his strike force, which raised their weapons as one. Sonic Blasters, Doom Sirens and Blastmasters all fired, an anarchic mess of light and sound that shredded a pair of unfortunate souls in their sights. The Sniper and the Engineer were torn to shreds by the sonic weaponry instantly, practically removed from existence by the overlapping sound waves. Wiped from the face of the planet, such was the strength of the weaponry.
The Lord had not been idle, of course. He had simply been attacking a different target. He had charged the Sentry Turret, just out of the cone of fire of his Noise Marines, plasma pistol firing. It was soon turned to slag, but he rested not and with a few slashes of his power sword it was turned to several small pieces of slag, destroyed utterly. Although not quite as thorough as the executions of the two guns for hire, the Sentry Turret was most definitely not coming back from that one.
With that, their mission was done, and rapidly the Astartes were consumed in flashes of unearthly purple light, returning to the Warp one by one. The Lord locked gazes with the Godmodder just before he left, implication clear.
We shall return, for longer or in greater force. You cannot deny the Gods.
And during all this, the Daemonette was simply standing near the rear of the battle line, smiling to herself.
Charges:
A Most Sacred Number: 20/20, used.
Komato Assassin 2: The Empire Strikes Back: 20/20.
Entity Orders:
Daemonette heals/calls in a new Skysmasher.
Skysmashers attack Corruption if not dead, otherwise whichever PG. They heal whatever needs healing, but not the Arbitrator since that's dead whatever we do.
You call forth a contingent of marines. The Godmodder seems to be losing his temper. HOW ARE YOU CALLING SOLDIERS THROUGH MY SHIELDING. THIS IS BULLGORILLA
Anyways, Sniper, Engineer and Level 1 Sentry all obliterated with extreme prejudice.
Stats for re-summoned Technocratic Spearhead forces. Technocratic Spearhead Forces
-This is a Horde Entity, but the exact strength of each member of the horde is left deliberately undefined
-This Entity simply represents the bulk of the vast army the Technocracy has deployed to the battle; units that stand out from the crowd are separate entities
-This Entity gains 20,000 HP each round after the EoTB has resolved, capped at twice its initial strength. This ability is tagged as Reinforcements.
-This Entity has attack power equal to 1/8th of its current HP, and does not participate in the EoTB, instead contributing that attack power to boost my attack actions.
-If I only make a single attack post in a given turn, this Entity is considered to have attacked the target of that post twice.
General Action: Hold It Together
As the Arbitrator shook, General Mack pointed out the Medic and asked "Arbitrator, can you take that target down?"
To this, the vessel's AI replied "Easily, but there is an issue in the form of the barrage I am currently being subjected to. I do not anticipate survival until the point where I can fire my weapons again."
General Mack nodded, before saying "Then I am commanding you to put your shields into Overload."
The Arbitrator replied "Acknowledged." as Mack vacated the bridge, heading for the teleporter room. Deep within the ship's systems, the power plant released certain safety measures put in place to keep it from ripping itself to shreds in the process of normal operation. The generators spun faster and faster, producing immense amounts of power. This additional power was, by and large, routed to the shields, the barriers of shimmering plasma glowing brighter as they intensified to the point of near impenetrebility.
As Mack prepared to teleport out to his rear command post with the Spearhead Forces, the Arbitrator replied "My power generators cannot safely sustain this level of output. I estimate two minutes to total failure, at which point my current shell will cease to function."
General Mack nodded, saying the Technocracy motto "Glory to the Technocracy." as they teleported off the doomed vessel.
(Desired effect: The Arbitrator becomes invincible long enough to attack during the EoTB, after which it dies due to its power systems being pushed beyond design specifications)
Unfortunately, you are a bit too late to enact this particular action, the Arbitrator has already fallen prey to the combine power of an unusually large bomb and a charged attack.
Technocratic Spearhead Forces summoned!
Alright, time to derail something. No, not the plot of this story, that stupid Train of Thought that keeps growing exponentially over time.
I use my Goggles to analyze the Train of Thought. How does it keep going, and what is it using for its rails? It's quite obvious that the train is generating its own rails as it goes, and despite some of the firepower directed at the train, its engine doesn't appear to have taken any damage. Well, actually the engine doesn't exist, and yet the train keeps chugging along. Magic, apparently. The rails appear to be some sort of Wall of Force derivative as well, given how they disappear behind the train as it travels (because obviously, the battlefield isn't covered in rails).
If I could sabotage the rail creation mechanism, the train would end up either turning into a long train of trailers hooked together and driving like a car, or it would end up no longer being a train and would die. But how on earth am I supposed to do that? I wish I could just launch some sort of magic-based virus that can change the attributes of an active magical effect, but that either outright can't happen or requires a huge amount of work and excessive amounts of effort.
Time to try it anyways.
Now, the way a standard computer hack works is by changing the functionality of a targeted program, changing its function from its intended purpose (namely, not letting you access the data) to the purpose you want (namely, accessing that data). If security didn't exist, this would be a simple matter of writing and deploying code that replaces the unwanted functionality with the functionality you desire. However, in almost all cases, that is prevented by security features. Such security ranges from hard blocks on access (such as putting up a firewall that blocks malicious code entries, or making the only access point to the server a locked room guarded by armed guards) to countermeasures that shut down disruptive code, preventing the code from running. In order to successfully hack a program to complete your objective, you need to find a way around the security systems.
With a computer program, this could be something like injecting a payload into a packet that the firewall allows through (a code injection attack), or gaining root-level access that ignores those security measures (such as by putting the payload on a portable storage device and setting it to run automatically when a clueless admin plugs it into her computer). However, gaining direct hardware access to the computer is always the best way to hack into it, if you have the right kind of magic. With a little bit of technomancy, it is possible to deploy a program with root-level access onto a computer, and wipe out all of the security software at the same time.
So how does that relate to a magical effect? Well, a magical effect can be considered a program of some sort: a fireball could be considered a program that creates a projectile that explodes on impact with a surface. But each magical "program" is essentially in its own independent bubble, protected against outside manipulation. The usual countermeasure to magic you don't like is to dispel it, which is the hacking equivalent of either a DDOS (brute-forcing the system so that it can't do anything), or grabbing a sledgehammer and smashing the computer to bits. Except a dispel won't do anything against ongoing effects created by an external source, because even if the effect is briefly cancelled, the external source will quickly redeploy the effect in just a couple of seconds.
To knock out the Train of Thought's rail generation system, I have to breach the "bubble" that prevents me from manipulating it, then change it without either completely dispelling it or causing it to be replaced by the correct effect. An it's not like I can just utilize the same route that originally created the effect to-
Wait. Wait a minute. The Portal that keeps powering the train. It appears to be able to hold the key to solving the problem. Its system is heavily linked to the train's system, and it generates new carriages that work under the same rules.
I head over to the portal, and take a detailed Scan of it, including taking a nice good luck at the Carriage about to be pushed through on the other side of it. That gives me most of what I need to launch my plan.
Operation: Fail Engine:
Step 1: Set up a work environment. Because of the space needed for the construction project, this is most likely not possible in your pocket dimension base (unless you paid $10,000,000 for the Advanced Version with the hugely increased area). Thus, you instead mark out a random flat section of the battlefield, and deploy a time dilation field with a 50ft radius. Now, unfortunately, this field is heavily vulnerable to being disrupted by an arrival from outside with a different time stream (hence why it usually isn't used), so you also need a 50ft radius force field to keep out intruders.
Step 2: Build a train engine. Thankfully, because this is magic-based and all, it doesn't really have to be a realistic, useable, train engine. As long as it looks like a train engine on the outside, and has useable wheels, you should be okay.
-Note: Make sure to actually have the supplies on hand before building the train engine. Otherwise, you'll run out of materials halfway through, have to take a break from construction and deactivate everything to gather the rest of the supplies, then come back to see all the wheels taken off the train and some sort of "electro-sapper" placed on it.
Step 3: Using the data gathered from the Portal to the Plane of Train, enchant the train engine with all of the systems used by the other carriages in the Train of Thought. This means that if deployed to the Train of Thought, it can act just like any other carriage.
Step 4: Because you created those enchantments, you are able to modify them easily. Modify them to plant the payload onto the engine, which will do {REDACTED-SPOILERS}.
Step 4.5: Double-check the force field generator. Something's disrupting it. Wait a minute, here's another "electro-sapper" thingy attached to it. Shoot that thing off, and the force field shoot return to normal.
Step 5: The hard part: deploy the engine to the Train of Thought successfully. Or actually, not that hard. As it turns out, the Train of Thought actually implements a system that allows any individual with enough time and strength the ability to deploy a new carriage onto the train fairly simply. The only slight difference is that the train engine has to be on the front of the train to work properly, but it seems that the train already knows that and accounts for it (probably because someone planned to put an engine on it later anyways), and deploys the engine to the front of the train.
Step 6: profit.
The Results:
Well, the newly deployed engine is designed to deploy a number of special effects to destroy the Train's functionality. Firstly, it begins causing the train to go up an incline. Taking advantage of the already built-in systems that allow the train to changes its elevation up and down to go through the myriad craters all over the map and to hit targets on hills, the Fail Engine gradually begins to incline the train vertically. But whereas a normal train could only handle a 10 degree incline, the Train of Thought is apparently able to climb any incline it feels like, even a straight 90 degree incline. So soon, the train is climbing into space, with the trail end of carriages barely hanging onto the rails. But then, the incline goes past vertical, and the train begins to go upside-down. At this point, the train either finally succumbs to the law of gravity and falls off the rails, or the second part of the payload kicks in and removes the rails.
Now, as for the second part of the attack, the Fail Engine delivers a viral payload that modifies the rail creation system of the entire train, effectively disabling it. How? Well, just removing the rail creation system wouldn't work (because it would just be reinstated), so instead the system is modified to create the rails one foot below the carriages (or above them, if the carriages happen to be upside-down). Because the rails will always be a foot below the wheels and never actually touching them, the wheels will no longer be usable as rail wheels. This should ensure that all of the train's carriages get flipped upside down and dropped at terminal velocity.
Now, after all of the carriages end up in the dirt, the Fail Engine delivers another trick: it detonates. Yes, it turns out that while the Fail Engine was taking all of the carriages up an impossible mountain, it was also converting its momentum into stored energy in the form of fullerened antimatter. When the Fail Engine hits the ground after falling with the rest of the carriages, the hard impact jars the antimatter lose and detonates it in a massive explosion. It also manages to apply a last bit of enchantment to redirect some of the energy into the Portal to the Plane of Train, destabilizing and collapsing it before it can produce a Repair Carriage or something that fixes the carriages.
Oh wait, you thought that was it? Well, it was, for the engine. But not for the carriages that were hit by the viral metamagic carried in the Fail Engine. One other trick I had put in there was a single-use effect to swap the carriage's location with the location of any AG entity, controlled and activated by me. The idea is that it would be used to separate the carriage out into single components, and scattering them all about the field instead of maintaining a cohesive train.
But then one of the Godmodder's cronies decides he wants to attack a bunch of entities with an advanced charged attack, and a creative opportunity pops up. I activate the effect to swap the train carriages with the entities that are being hit by the attack as the attack is being executed, resulting in a significant portion (like 50%) of the damage from that assault being directed into the sorry remnants of the flipped-over, smashed, and blown-up train carriages. Out of all the stupid stories I can tell out of this fight, saying "My team escaped certain death by swapping locations with a train" is probably one of the weirder ones.
1/20 Chronal Accelerator
18/20 Sonic Amplifier (+1 autocrafter).
+1 @I just write
+1 @Moniker
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do). My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Golem Core: An advanced golem generating system. AG Forces:
Heavy Gunner: Currently the strongest AG entity on the field. PG Forces:
Monster House: Has high dodge, and is protecting the Monster Core. High priority target.
Monster Core: A PG snowball unit. High priority target after bringing down the monster house.
Monster Bed: Becomes more powerful as it gets attacked. Can have heavy combo potential with the Monster Core, and is bodyguarded by the Monster House. Hit this with SMASHes to break it down fast without letting it snowball.
The Mercs: A large group of meatwalls. Kill the medic first, find the spy and kill him too. Neutral/Hostile:
Winds of Anarchy: Currently appear to be anti-JOEBOB. Low priority target unless JOEBob runs out of entities.
Train of Thought: Can potentially be subverted through deploying carriages onto it.
Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
Base Defenses: Several advanced traps protecting my base.
7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
SMAAAASH!!!!
Things go off the rails almost immediately.
Which in this case is a good thing.
You completely obliterate the front three carriages of the car, before the other carriages jump rails, snap the connection and go careening off in a different direction.
It looks like the Heisenberg's been shot down. Oh…
That's…
Terrible.
We ought to inform the families of the crew. I wouldn't worry about it too much.
I don't think the crew had any families, seeing as they only started existing when the blimp did.
Besides, it is the nature of entities within this world to die.
So, I suppose that was always going to happen.
Especially with a massive ball of explosives.
But, it did its purpose. Even so…
We ought to do something.
How about this?
So, in honor of the Heisenberg's crew, and its mission, I start lobbing bombs at the Forgotten Beast. It's what they would have wanted.
+2@DC3V
11/15 From the Ground Up
13/15 A Terrible Idea (+4 DC3V)
Scan:
Alright, where's that bloody Spy? Use a 4 charge (Target Locked) action to break his cloaking so we can actually see the git.
General/Charge:
Another summon was ready, and this time the Daemon switched back to calling for aid from the Komato Empire. She paused, thought, and tore open another portal with but a thought and a vast stockpile of energy.
More thoughts, more scrying, another simple message. She had it about down to a sector now, whoever these Tasen were they surely wouldn't be able to evade detection for much longer. This time, she also made the amendment of maybe requesting help, if it wouldn't be an issue.
Out of the fairly sizable portal next to her emerged another Assassin. This one looked clearly different from the other, however. Mainly because he seemed to be down an arm.
She just sort of looked at him blankly for a moment. "So are you?"
"Your salvation, yes." He replied. "A portal opened on the flagship and I came through. Your information has been helpful according to the Generals, but we shall take it from here. There is only so many places where the Tasen could hope to hide, Tor and Kiron's combined fleet are moving in. I just wanted the exercise."
The Daemonette blinked. "Alright then." She gestured towards the Unknown Monsters. "You can start by finishing them off."
With that, he teleported away. Reappearing right next to the front line of the Monsters, he sliced out with a laser dagger, killing five instantly. He frowned as he compared his current tally to the total number remaining, and teleported again. Appearing up above the center mass, he took in the sight of over ten thousand such weak creatures, and growled in frustration. The map data provided meant he could dodge anything the slow creatures could throw at him, but he was becoming annoyed by them.
"JUST DIE!" He yelled, falling to the ground with fist outstretched. A significant circle of land around him exploded, erupting into towering pillars of flame and easily burning dozens of the enemy to ashes. Now surrounded on all sides, it looked like he might be in trouble. Yet he only smirked as the monsters closed in from all sides.
He began teleporting around the circular area, creating countless bright flashes of light as he got up to speed. Satisfied with his progress in seconds, he raised an arm and began firing charged Plasma Cannons from a rack back on the supply ship, allowing him to maintain a constant rate of fire. The beams sliced through those closing in, the constant firing punching through and vaporizing numerous monsters before stopping, the circular pattern meaning no side was left untouched. After less than a minute, thousands upon thousands had fallen to this tactic, turned to so much dust and blood, with a massive area around the alien now clear of interlopers.
This tactic was harder to execute than it seemed. Even with the accurate mapping data provided, continuous teleports so close to the ground ran the very real risk of getting stuck in the ground and losing one's legs because of it. Still, the Assassin hardly cared. He was more than skilled enough to pull something as simple as this off, after all. You don't become the greatest Komato soldier ever without learning these tricks.
Most of them had died to just that, but several hundred yet remained, at inconvenient angles or trying to attack through different routes. Like they would present any more of a challenge. They dashed forward, soon entering melee range, and died for their arrogance. The Assassin teleported up into the sky, easily dodging their strikes, before almost flying through the sky with a string of chained teleports, dropping an array of laser daggers as he went and slicing many monsters to bits. He landed outside of their attempted encirclement, and they soon reorganized, turned and charged him. It hardly helped them. A final plasma cannon shot for good measure took out the central column, and when they got close a sweeping strike with another laser dagger took out those who attempted to envelop from the front. A strike repeated a few times as more came in, until the very last monsters turn and ran. A handful more were taken out by strikes from above, the Assassin falling on them with blade outstretched, and the Skysmashers coordinated with him to hunt down and execute the last few.
He walked back to the Daemonette, who was just standing there looking on at the carnage with a small amount of awe. "I... expected less."
The Komato just snorted. "You shouldn't have, I'm the best there is. They never stood a chance." He turned to look at the surviving mercenaries. "The name's Asha, and don't forget it." He teleported over to the Soldier and slashed at him repeatedly with his blade before teleporting back through the portal which closed behind him. Well that had worked, definitely, although the Soldier still lived.
Asha... the Daemon would have to remember that name.
You blow a 4 post charge on removing the Spy's special ability, which was simply to not be listed on the battlefield. Any regular attack targeting him would've landed.
And then Asha comes through and completely obliterates the Unknown monsters, finishing up with a 20K damage attack on the Soldier.
Since it seems Corruption is dying this turn, I decide to use their filthy slime body to cover the Beacon of Protections beacon.
Corruption 21,000/100,000 A black sludge like creature, with tar, blood, body part's and . . ."other" things rolling around in it. Has a mask with a four leafed Clover on it.
7/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roulette- Inflict a random negative status effect to a targeted entity.
Special: Poisoned Homeland- If AG entities attacked other AG entities, then all? AG entities must attack one another.
In an attempt to make some of my abilities actually relevant again, I pull out a chunk of enriched uranium (which I would always carry on me for reasons that will soon become apparent), throw it at the Forgotten Beast, and use Atomancy to cause it to go critical right in front of it.
+2@DC3V
12/15 From the Ground Up
14/15 A Terrible Idea
Time to deploy my next device, the Sonic Amplifier and - great, I did it again, didn't I. Yep, I summoned Lucio. This won't happen a third time, hopefully. I'm a tinkerer, not a field commander.
Also, I was going to use the sonic amplifier to release an ultrasonic pulse to disrupt and short out any cloaking devices in the area. Someone's invisible in the area, and if it's not discovered, I could easily find myself dead due to a backstab. That Spy already significantly delayed Operation: Fail Engine, and only the fact that he can't get into my pocket dimension base is keeping all my valuable intel safe.
Wait a minute. How about instead of doing the convoluted "hit everything within a several mile radius with 1 damage" maneuver, I just upgrade my sensory equipment? After a quick RTB and a rapid refit later, my goggles now have a Truesight module installed. This module is designed to counter hostile stealth in several ways. First off, it picks up extremely low opacity values and optical distortions, then amplifies those effects to turn the invisible target translucent and visible to the naked eye. Invisibility is nearly impossible to get exactly perfect, and I doubt a Spy running on alternate-universe 20th-century technology would have a completely perfect cloaking system. Secondly, the module detects inaccuracies in the physical appearance or attributes of an object, and can then classify them as illusions. If the spy is disguised as one of our units, unless it acts just like them (in which case, thanks for the help), it will be exposed. Thirdly, it detects inaccuracies in an object's mass or chemical makeup through the application of low-level telekinetic fields, a technological variant of the psionic technique known as Starsight. Starsight is nearly impossible to fool, though it does suffer slightly from limited range (in this case, only about 480 feet).
So with these systems combined, the unfortunate Spy that dares to infiltrate our ranks is completely boned. And there he is, sneaking about, trying to backstab one of our units. Not today. I level my multicannon at him, charge up to 100%, and fire. Something in him compels him to look into my direction right as I fire, and the look on his face (or what I can see of it, anyways) is completely priceless, then gone as his head turns into ludicrous gibs. When you fire anti-tank weaponry into a mere human skull, stuff like this nearly always results.
Lucio: 50000 HP, 10000 attack
*Evasive: Lucio is REALLY hard to pin down, and can heal himself quite quickly to negate the damage he does take. He has a 30% dodge chance, and regenerates 5000 health every round.
*Awesome Music: Lucio's music is so awesome that it buffs allies. Lucio can pick 5 allies to buff with his music, providing either 2000 healing per round or giving them a 10% dodge chance (Lucio's choice). This is in addition to his normal attack.
*Amp it Up: 3 turn charge. Lucio amps up his awesome music, making his teammates even more boosted (and also deaf). Lucio's Awesome Music has 2.5x the effect, healing for 5000 healing per round or providing a 25% dodge chance. This is in addition to his normal attack.
*Sound Barrier: 5 turn charge. Lucio breaks it down and starts an epic dubstep solo, creating a 100000 strength barrier that blocks all attacks against the AGs until it is destroyed (or the end of the turn hits). This is in addition to his normal attack.
Entity Orders: Lucio applies a dodge buff to Zarya, the Golem Core, the Arbitrator, the Daemonette, and Donovon (substitute other random AGs if those entities are dead). Zarya shields the Golem Core. Zarya and Lucio team up to attack the first valid target on this list: the Medic, the Demoman, Corruption, and a random other PG entity. The Golem Core, if it ends the turn with at least 15 segments, will create a single head segment, two legs with 6 segments each, and put the rest into body; otherwise, it will prioritize putting 6 segments into its leg and put the rest into body to protect the core.
1/20 Chronal Accelerator 20/20 Sonic Amplifier (+1 moniker).
+1 @I just write
+1 @Moniker
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do). My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio:
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected. AG Forces:
Heavy Gunner: Currently the strongest AG entity on the field. PG Forces:
Monster House: Has high dodge, and is protecting the Monster Core. High priority target.
Monster Core: A PG snowball unit. High priority target after bringing down the monster house.
Monster Bed: Becomes more powerful as it gets attacked. Can have heavy combo potential with the Monster Core, and is bodyguarded by the Monster House. Hit this with SMASHes to break it down fast without letting it snowball.
The Mercs: A large group of meatwalls. Kill the medic first, find the spy and kill him too. Neutral/Hostile:
Winds of Anarchy: Currently appear to be anti-JOEBOB. Low priority target unless JOEBob runs out of entities.
Train of Thought: Can potentially be subverted through deploying carriages onto it.
Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
Base Defenses: Several advanced traps protecting my base.
7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
I keep wanting to introduce another character, but I never have enough time for both my actual action and a character introduction.
Epsilon: 17/20
Zeta: 17/20
+1 to MrMirrorMan, +1 to Joebob
"Hm?"
Hearing the noise, Thina glances from side to side, looking for a spot to hide before realizing she has one with her. Then she taps a few buttons on her visor, and the defense drone powers down temporarily, leaving it leaning against the door to the armory. For more realism, Thina gets a few pawfulls of dust and tosses them over the defense drone, before ducking behind it and looking at what is coming down the hallway. Hopefully, the defense drone will look like just another abandoned machine down here.
General Action: Tip of the Spear
As General Mack arrives with the Technocractic Spearhead Forces, he notes "Our primary target right now is that Sniper. All forces, find that marksman, and ELIMINATE THEM!" As it turned out, finding the Sniper was pretty straightforward; they were right out in the open, on a nearby hill. The Sniper got a brief glance at General Mack entering a command IFV, before they saw every single one of the massive railguns and lasers in the Technocratic Spearhead Forces turning in their direction.
Suddenly, the hill the Sniper was on exploded as railgun shells and coherent blasts of light pulverized their position, but that wasn't the end of the onslaught. Just as they were managing to get up, a second barrage of projectiles impacted the Sniper, this time with one of the railgun shells punching a hole clean through their torso, annihilating most of their internal organs. As the sniper fell clutching the blasted ruin of their chest and their vision faded, they caught a glimpse of a massive column of tanks and self-propelled artillery pieces trundling towards them.
In the rapidly failing haze that was the Sniper's mind, they noticed that one of the tanks was coming towards them. Then they thought no more, as their brain was crushed beneath a tank tread, the machine barely slowing as it ended the Sniper's life.
[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.
(Piano has a different durability display for Lúin in the latest update, I can't tell if he decided to buff it by increasing it's # of uses, simplify the durability number or just made a mistake therefore I'm maintaining the current description until he clarifies.)
Durability- 100%
Ability-
Attack with Lúin's Full Power- consumes 20% durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.
(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.
Health- 35,000/40,000
Attack power- 0
Is currently burning. (2 round)
Is in The Library side quest.
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.
Health- 150,000/150,000
Attack power- 0
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one to 20% but is imprecise and also protects other forces reducing their percentage chance of being hit to 30%.
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.
(I don't actually know if I'm in the library due to lack of side quest update but I'll assume I am in this post. Also I updated my last post late Friday night (actually very early Saturday morning but it was still night for me.) so if you didn't see it go back and read it if you want, especially @JOEbob, @MrMirrorMan and @DCCCV because it had the potential to effect the actions you took.)
Arriving in the ruined library, William immediately gets to work unpacking items from the cart and setting up a small base camp at the library's reception desk. (if it has one, else just somewhere in the library.) An on fire Bouvreuil flies around it's armored creator chirping in it's own odd way. "You've done well to find this place Bouvreuil, now give me a moment to heal your current affliction..." following this statement the Blue Knight extends his hand out and and a water like liquid begins to come out of the gaps in the knight's gauntlet, this liquid envelops the knight's extended hand in a thin membrane without a drop falling to the ground. Bouvreuil lands on the Knight's extended hand and the liquid flows upward surrounding Bouvreuil in the liquid, the fire on Bouvreuil is put out instantly and slowly over the course of several minutes the worn parts on Bouvreuil begin to glow a light blue as they revert to a pristine condition. Once Bouvreuil is good as new the liquid membrane over him splashes to the floor as regular water.
The known monsters are technically still alive, just with 0 members, and unfortunately don't get to participate in the Happy Murder Party. Oh what the heck, they deal 3000 damage to Zarya. the Monster Core creates 1000 more known monsters. Corruption is unable to use weakness roullette on the blue knight, as he's currently somewhere else. It instead opts to roll a 100 on the weakness roullette and inflicts DOOM on the skysmasher drones. The Heavy sends out a spray of bullets once again, dealing 6000 damage to Zarya, Donovan and the Beacon of Protection. The Scout runs up and bats a skysmasher drone with a running leap, which is backed up by the pyro, taking the skysmasher drone down.
The Soldier rocket jumps into the air, and lands right on top of another skysmasher drone, and then puts his rocket launcher straight to its chasis and fires. skysmasher drone destroyed. The Demoman launches another 'nade, this time, landing it right at Zarya's feet. The Spy, disguised as a corpse, sneaks up behind Zarya and deals out 13000 damage with a backstab. The engineer doesn't have an attack, and vanishes into the ether with the medic. The Level 1 sentry opens fire on the Beacon of Protection, dealing 8000 damage before it collapses into spare parts. The Sniper uses BOOM HEADSHOT, lining up his sights and dropping a 33K damage attack right into the Beacon of Protection.
The Winds of Anarchy opt out of taking an attack action and instead submit something to the present. ANARCHY. The Portal to the Plane of Train summons up another car, just labeled Let's Ruin Crusher's Day. Wow. That's mean. (You guys really should start targeting specific cars by the way, you're allowed to do that.) The Train of Thought barrels down its tracks some more... and slams right into Zarya... healing her for 30000 health, but also setting her on fire for 6 rounds. The Railfun Car levels its sights on... the steam trainees? That's right folks, faulty targeting just made the Train of Thought wipe out its own summons. Time to set things on fire again! Skysmasher Drones, Beacon of Protection, Donovan, Demoman, Pyro and Heavy all inflicted with Burn for 2 rounds. The Production Carriage sets down the flat car. This thing does literally nothing. The artificier's carriage drops a 2 use artifact labeled swordchucks Round 2. Let's Ruin Crusher's Day heals up the Portal to the Plane of Train for 14000 health. the Steam Trainees deal 5000 damage to the Beacon of Protection.
The Daemonette heals up the beacon of protection, restoring it 22000 health. The missiles, without guidance, aim straight for the demoman, dealing 39000 damage in total to him. The Skysmasher drones heal up Zarya for 8000 health, and dole out 19000 damage to Corruption. The SWAT units get one final attack off and finish off Corruption. Zarya opens fire on the demoman, dealing 13000 damage. The Arbitrator, in its last moments of dying glory thanks to the happy murder party, opens fire on the Scout, blasting him to pieces when he fails his dodge roll. The Beacon of Protection continues shielding things from meteors. Donovan stabs the Demoman for 8000 damage. The Golem core collects 5 more pieces. Lucio sprints his way around the battlefield, and slams a soccer sorry, football, kick down on top of the demoman's head, KOing him. The demoman's grenades explode, dealing 33000 damage to Zarya.
The Godmodder looks up, and decides he's really not in the mood for meteor showers. Well, that's not true. He's in the mood for aimed meteor showers. PEEE-KAAAAAAAYYY STAR STOOOOOOOORRRRRRMMMM!!! A massive rain of fiery meteors begins falling from the sky, knocking the previous meteors out of the way entirely, and focusing their fire on the AG entities. Meteor Storm effect changed to PK Starstorm, and extended a few rounds.
Having regained the advantage in a massive party of death and slaughter, you make your way down the blasted boulevards. +5% distance.
In sidequest land, the forgotten beast bellows and charges straight at variant. It may be slow to react, but it's action may just be enough to disrupt one of your attacks. Counter it!
Everything ticks up and down. The autocrafter makes another charge point for crusher.
Itinerary:
Destroy the Godmodder!
Hold the entity advantage!
Distance: 90%
Main Battlefield:
Entity Advantage: [AG]
Field Effect: PK Star Storm Storm: AGs have a 75% chance to take 8000 damage at the end of round. 50% for all other non-PGs. 3 rounds left
Field Effect: Happy Murder Party: All attacks by entities are increased by 3000. If five or more entities died this turn, this effect is extended by one turn. Entities brought to death still get to act before dying, although only to use attacks. 2 rounds left
17/20 narrrrrrrnia. +1 mirror
6/20 perrrrrrrceptual form
+1 mirror +1 talist
I toss the sword-chucks 2 and electrostaff at the godmodder so he can catch them, before giving the birthday present the idea: Link pebbletopia battlefield with this one.
I suggest that the Present Box contains absolutely nothing, because all random chance items need to have the chance of doing absolutly nothing. I also pick up any remaining artifacts on the ground and present them to the Godmodder. I also suggest to the Godmodder that the update terminal is what's allowing people to summon their troops in despite the shield you have in place.
4/20 +1 from JOE
4/20 +1 from Talist
+1 JOE +1 Talist
The Daemonette sighs, somewhat unhappy with the state of the field. There just wasn't enough firepower on their side of the field, thanks to the party that one of their own had started allowing the foe to keep fighting beyond death. Still, it had done the same for them, so that was something. And she had somehow lived through it all, of course, flitting through the shadows, somehow ignored by the enemy. A fact that was extraordinarily appreciated. After all, she still had much to do here.
First of all, that train was beginning to get out of control. She turned towards it, and prepared to attack with... what, exactly? For once, she had no allies. The Komato drones had gone utterly haywire thanks to their status as doomed, attacking along with the other members of the battle line and nothing else. She had a knife, of course, but that wasn't exactly capable of dealing with an entire train car.
Frustrated, she cursed out loud in High Gothic, although naturally not any kind of blessing or damning in the name of the God-Emperor, that would be bad for her health. Her mind began to drift, but she swiftly clamped down on that. Getting distracted and caught up in her own issues was the last thing needed.
She looked around when she saw what she needed. The missile launcher of the now absent Heavy Gunner! She dashed over to it and picked it up, before walking into sight of the Train of Thought and getting into a kneeling position. The device only had one shot left, making it effectively a disposable rocket launcher, and it would be difficult to trigger. She braced it against her shoulder, right arm wrapped around the heavy box, and with her claw sprayed some confusion dust over it, tricking the thing into firing a full load of three missiles, the last it would ever fire. The explosives screamed towards the Train and impacted rapidly, fired on the ground level and actually fairly close to the train. One of the carriages exploded, the target of all the missiles, and one of the most dangerous ones. The Production Carriage was no more.
Entity Orders:
Don't know what DOOM does but I assume it's instant death, so uh.
Skysmashers do stuff if they're still alive.
Daemonette heals Zarya if alive, otherwise Donovan, I guess.
Okay, the Train of Thought survived being derailed, and it almost completely recovered from my attack already. The engine was supposed to go off on the portal, but apparently I screwed that up.
Now, with the Train's evolution, I won't be able to take it out without heavy backup. And what better way to summon heavy backup than to make the Train a huge target.
It is a scientific fact that very loud noises are really annoying. It is also a fact (though probably not a scientific one) that taunting to draw enemy attention is also a thing. Thus, I create several Annoyance Cartridges, and fire them both into the portal and into each carriage of the train.
Extremely loud and persistent train horns can now be heard constantly, annoying everyone on the field and giving them a strong reason to attack the portal. Part of that is a subliminal/memetic taunting effect, causing anyone who hears it to want to kill it.
Effect: All entities on the field (both AG, Hostile, and PG) now want a piece of the Portal to the Plane of Train. Any entity that does not have specific orders otherwise will redirect its attack to either Rome or the Train of Thought.
If that fails, I reload my gun, find the carriage that hates me, and tip it over with Knockback Shots. Once its underside is exposed, I then load in AM Breacher Rounds and proceed to shoot the carriage in the tracks until all of its enchantments are dispelled and it becomes a random tipped-over train carriage.
Also, I use a built-in recall feature on the electrostaff to teleport it to me, then stash it in my pocket dimension base for safekeeping.
Zarya's Orders: Zarya immediately bubbles herself. She then fires on the Portal, or the Train's carriages (focusing on the construction and buffing carriages first) if the Portal is down.
Lucio's Orders: Lucio switches to healing aura, healing Zarya and four other wounded entities on the team. He then shoots at whoever Zarya is shooting at.
Golem Core's Orders: The Golem Core appears to have weathered the incoming attack surprisingly well, and should now become strong enough to begin looking like an actual golem. Well, a Golem with one arm, but whatever. It will keep its two legs of 6 segments each, put 5 segments into its body, put 2 segments into its head, and then put the remaining parts into a single huge arm.
Technocratic Spearhead Forces' Orders: Ummm, attack the Portal? Why are these guys under my control?
3/20 Chronal Accelerator (+1 autocrafter)
1/20 I don't know yet
+1 @I just write
+1 @Moniker
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do). My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio:
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected. AG Forces:
Heavy Gunner: Currently the strongest AG entity on the field. PG Forces:
Monster House: Has high dodge, and is protecting the Monster Core. High priority target.
Monster Core: A PG snowball unit. High priority target after bringing down the monster house.
Monster Bed: Becomes more powerful as it gets attacked. Can have heavy combo potential with the Monster Core, and is bodyguarded by the Monster House. Hit this with SMASHes to break it down fast without letting it snowball.
The Mercs: A large group of meatwalls. Kill the medic first, find the spy and kill him too. Neutral/Hostile:
Winds of Anarchy: Currently appear to be anti-JOEBOB. Low priority target unless JOEBob runs out of entities.
Train of Thought: Can potentially be subverted through deploying carriages onto it.
Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
Base Defenses: Several advanced traps protecting my base.
7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.
(Piano has had a different durability display for Lúin in the last two updates, I can't tell if he decided to buff it by increasing it's # of uses, simplify the durability number or just made a mistake therefore I'm maintaining the current description until he clarifies.)
Durability- 100%
Ability-
Attack with Lúin's Full Power- consumes 20% durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.
(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.
Health- 35,000/40,000
Attack power- 0
Is in The Library side quest.
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.
(Ability has been edited to better depict it's actual effect)
Health- 88,000/150,000
Attack power- 0
Is burning (1 round)
5% reduction on ability effect (presumably the side effect as well)
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one by 30% (reduced to 25%) but also protects other forces on the battlefield reducing their chance of being hit by 20% (reduced to 15%)
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.
(I really, really overestimated the value of the meteor defense ability when I was balancing this didn't I? Judging from the creation of the new meteor storm as well as players having the ability to deflect meteors Piono doesn't actually consider effects on the meteors terribly important making this poor guy pretty underpowered.)
The Knight gathers a collection of the more important books and begins rapidly leafing through them looking for information relevant to this planet, it's history and if possible the Godmodder.
(I expect there to be no information on the Godmodder.)
Orders
Bouvreuil- Explores what other facilities this library possesses. (Such as bathrooms, offices for the staff and any additional wings of the library)
General Action: Action General
Within his command vehicle, General Mack made a quick surveillance of the battlefield, before they stated "Much as it shames me to admit it, the Godmodder's supporters are not our biggest problem right now."
Instead, the Technocratic Spearhead Forces turned their attention on the Train of Thought, opening fire with their many, many weapons. The first victim of the assault was the Train's Manufacturing Carriage, getting blasted with railgun shells, lasers, and missiles as the might of the Technocracy fell upon it. Within moments, the Manufacturing Carriage was destroyed, but the barrage did not cease.
Instead, the bombardment was rapidly re-targeted at the Portal with the aim to remove all means the Train had to produce more cars. The portal shook under the onslaught of military ordnance, the weaponry having been fused to detonate upon portal transition. As this bombardment continued, General Mack called out to his troops "Keep it up! We've got to get that train under control!"
The Daemonette turned her attention to the Godmodder, and decided now was the time to strike once again. If nobody else would, then it was up to her to take down their mysterious antagonist down a peg or two, reducing him to shielded status once again and allowing them to move on and fight the next Guardian.
As always, she had very limited offensive options, especially acting alone. Still, she would try her hardest to do something. Taking off her hat, she withdraw a certain knife, a Daemon Weapon, and prepared to strike with it once more.
It wasn't doing damage with this weapon that was the problem, at least not for this one time. It was actually landing the hit that was the issue. Perhaps... a distraction?
She muttered quietly to herself, undertaking a ritual under her own power. The remnants of Sniper and Engineer, the mechanical parts of the Sentry Turret would do in a pinch, the corpses of Corruption, the Demoman and the Scout. These, empowered by the Godmodder's energy and in one case that of a Descendent, would be acceptable. Fresh kills that were arranged in a tight six-pointed circle with the immovable remains of those two slain by Noise Marines serving as the focal point. They had sufficient narrative and sufficient power to be considered a worthy sacrifice, and the Warp had already been weakened by the previous intrusion of Chaos Marines. This allowed a sizable portal to open, and five Raptors spilled forth along with a small horde of fellow Daemonettes.
The Daemon previously present bowed to the Raptors. "My lords, what a pleasant surprise to see you here! I did not expect reinforcements of such caliber!"
The barely sane assault troops just snapped and growled at her, the lead one gazing directly at the Godmodder. For the Gods were taking an interest, perhaps influence from a certain Descendant, at least if the favorable Warp currents were any indication. And hence a chance to wound the Godmodder was a chance to win great favor and greater glory. "Weapons check." The Raptor Champion snarled, and each of them thumbed the activation runes of their Power Swords, which lighted as one.
Meanwhile, the Daemonette had gathered up her 'sisters' and was organizing them from a mob into a somewhat more effective mob. Each had a knife that looked completely identical to the one she herself wielded, and should be about as effective at slicing through any and all armor (read: very) in order to further confuse matters.
"Now then. All units, engage." She gestured towards the Godmodder, and the legion of Lesser Daemons charged forth.
They had the Godmodder completely surrounded, but of course that wouldn't save them. He was too skilled and too fast, but they didn't need to land a blow. They just needed to pin him down, which they very much could do. After all, any attempt to fly, tunnel or teleport would be met with some very damaging sorcerous wards, meaning that standing his ground was by far the best option unless he felt like damage.
Then, mere moments after the assault had begun, the Raptors flew overhead, jetpacks flaring, and descended with evil wrath. Power Swords glinted in the light, each capable of slicing apart matter at the atomic level and rendering all known forms of infantry armoring useless at best, and then slashed down in swift arcs against the Godmodder as the five surrounded him. Each of the five fought with a blend of savagery and skill, reaction times insanely fast enough to avoid getting instantly flattened, while the Daemonettes still found gaps in their formation to stab at the Godmodder through. Even this might not be enough, which was way the lead Daemon threw confusion powder into the eyes of the Godmodder as soon as she landed, mounted on the Champion's shoulders. The cloud covered his entire head, and would cause him to identify himself as his biggest enemy and make him hit himself in the head with his Banhammer, hard. It had even worked on HATRED, so it was good stuff. Even if the Godmodder was able to shrug off the mental effects while fighting off an army, it would also function as a form of pocket sand, getting in his eyes and stinging them badly.
Since even this might not be enough, she stabbed downward swiftly, using her unholy demonic knife to strike several times at the foe, hoping to hit and thus do damage to the enemy, piercing though armor to attack body and soul.
It was all over in mere seconds, of course, one way or another. The Daemonette, attacks done, gracefully back-flipped off of the lead Raptor's shoulders as the five Marines, along with any surviving Daemons, were forcefully dragged back into the Warp. But the damage was done, she thought to herself as she retreated away from the Godmodder and back to the AG battle line.
"I have written everything that I know about the Infinite Void into this book." -Vacuous Archive, Foreword
I cover the Heavy in a layer of Bacon Grease. Space somehow bends itself to allow him to completely eat himself. What? Bacon Grease smells really good, and is necessary to gain the weight needed to become a Heavy.
Consulting my Calendarrrrrrr, if find that today be Talk Like A Pirate Day! I then imply, just slightly, that the present may contain an absurd, clown-car level of Pirates.
8/20 Research
7/10 Development (From I just Write)