Under the Open Sky (CWMGQ Spinoff)

"Wait!" High Card spins and points at you, "Her family is in danger! One of the demons knew her name!"

There's a murmur that passes through the small crowd.

You should clarify, "My family is in no danger."

The officer from before looks relieved, "They're already being guarded, I take it?"

"They're dead." you clarify, "My mother, father, little brother, uncle and all of my grandparents. Is there anything I should be working on at the moment?"
and successfully traumatized High Card.
 
So if I understand correctly, this is the last opportunity for Wasp's Nest, but Deluge is not yet available?

Here's both vote turns to compare.

Status of Little Miss Death Star:

Stage 1 - Crashing Sky: IN PROGRESS
Stage 2 - Heavy Metal: PENDING
Stage 3 - Zone of Control: UNAVAILABLE
Stage 4 - Glory: UNAVAILABLE
Stage 5 - You May Fire When Ready: UNAVAILABLE


Current UD Tactics:

Underground Roads
Necromancy Raid
Crude Fortifications
Specialty Forces (Ragged Legion | Little Green Men)
Elite Shadows
Shadow of Red
Headhunting Team
----

Special Operations available!

Wasp's Nest
-Attack Boatshrieks to provoke them to attack the UD positions. Scholar of Light will teleport you nearby.
Difficulty: Moderate to Extreme
Effect if Successful: Profound
Allies: Primary Wiccan, Crimson Hood, The Emissaries of- (Oh Hell No!)
Enemies: All the terrible things that infest a fallen fortress.
Stages: 1 & 2 (After that the monsters could get in the way)


Long Reach
-Support a demolition team to destroy UD fortifications near Hero's Path. Your newly-developed gateways will enable them to move much faster than otherwise.
Difficulty: Simple
Effect if Successful: Small
Allies: Lucky Star and the rest of Team GEAR.
Enemies: A string of forts overlooking Boatshrieks territory. Possible artillery casters if you linger too long.
Stages: 1, 2 & 3


Ghost Division
Living or dead! Always ahead! Fed by your dread!...
-Those hovertanks you put together are going to have to sit out the armored push, anti-magic will stop them dead, use your gateways to make it seem like they're everywhere else. (Tanks are too big for Shifting Portals, you'll need to spend a minute on Gating to get them moving).
Difficulty: Moderate
Effect if Successful: Small
Allies: A pack of hovertanks
Enemies: Sentinels and other elites
Stages: All except stage 5


Deluge
-Those tunnels are a prominent piece of the UD's defenses. Help set up a Noah Device at one of the outlets so we can fill them with water.
Difficulty: Hard
Effect if Successful: Profound (Removes UD Tactic - Underground Roads)
Allies: Earthmovers and several teams of Magical Girls to help keep a perimeter.
Enemies: Varible
Stages: 3 NOT YET AVAILABLE


Phreaking
-Machine Code thinks she's figured out how the 'arms' of the UD's obsidian fort are controlled. While taking control from the outside is, in her words, 'impractical', she expects the process can be degraded by some spoofing. Bring her device as low as you can get it before activating it to maximize its effect.
Difficulty: Hard
Effect if Successful: Large (Removes UD Tactic - The Cage)
Allies: None!
Enemies: All the forces mustered in the tunnels.
Stages: 1, 2, 3 & 4


Fighting Fires
-You might not be the strongest, but you are very fast. Put that speed to use and intervene to help beleaguered forces
--Help deal with the pile of shadow monsters at the front
--Fly up to the UFO portal and blast it with a Wave Force to close it
--Teleport to Moral High Ground and deal with whatever's attacking there


Suppression of Enemy Defenses
-The Counter Force is breaking out the good stuff for this fight. Bring some spotters along and call in all the missiles you could want.
Difficulty: Auto-Success (unless Headhunted)
Effect if Successful: Minimal
Allies: Spotter Team
Enemies: Nothing should spot you if you're careful.
Stages: 1, 2, 3 & 4
Status of Little Miss Death Star:

Stage 1 - Crashing Sky: COMPLETE
Stage 2 - Heavy Metal: IN PROGRESS
Stage 3 - Zone of Control: UNAVAILABLE (Note that this does not say PENDING. So, is it one or two more turns till it happens?)
Stage 4 - Glory: UNAVAILABLE
Stage 5 - You May Fire When Ready: UNAVAILABLE


Current UD Tactics:

Underground Roads
Necromancy Raid Does not reappear. Why?
Crude Fortifications
Specialty Forces (Ragged Legion | Little Green Men) Does not reappear either. Who took out the Ragged Legion?
Elite Shadows
Shadow of Red So, where did Goddess Red go?
Headhunting Team No explanation needed.
The Eclipse Device (33%) This is NEW. What it is it?!?

----

Special Operations available!

Wasp's Nest
-Attack Boatshrieks to provoke them to attack the UD positions. Scholar of Light will teleport you nearby.
Difficulty: Moderate to Extreme
Effect if Successful: Profound
Allies: Primary Wiccan, Crimson Hood, The Emissaries of- (Busy carrying the rest of you scrubs!)
Enemies: All the terrible things that infest a fallen fortress.
Stages: 2 (After that the monsters could get in the way)


Long Reach
-Support a demolition team to destroy UD fortifications near Hero's Path. Your newly-developed gateways will enable them to move much faster than otherwise.
Difficulty: Simple
Effect if Successful: Small
Allies: Fairy METEOR Team.
Enemies: A string of forts overlooking Boatshrieks territory. Possible artillery casters if you linger too long.
Stages: 2 & 3


Ghost Division
Living or dead! Always ahead! Fed by your dread!...
-Those hovertanks you put together aren't doing anything at the moment, anti-magic will stop them dead, use a gateway to get them into the fight. (Tanks are too big for Shifting Portals, you'll need to spend a minute on Gating to get them moving).
Difficulty: Moderate
Effect if Successful: Small
Allies: A pack of hovertanks
Enemies: Sentinels and other elites
Stages: All except stage 5


Deluge
-Those tunnels are a prominent piece of the UD's defenses. Help set up a Noah Device at one of the outlets so we can fill them with water.
Difficulty: Moderate
Effect if Successful: Profound (Removes UD Tactic - Underground Roads)
Allies: Earthmovers and several teams of Magical Girls to help keep a perimeter.
Enemies: Variable
Stages: 3 NOT YET AVAILABLE


Fighting Fires
-You might not be the strongest, but you are very fast. Put that speed to use and intervene to help beleaguered forces
--Lend a hand for dealing with Twisted Metal.
--Fly above the anti-magic effect and look for things to fire upon.


Suppression of Enemy Defenses
-The Counter Force is breaking out the good stuff for this fight. Bring some spotters along and call in all the missiles you could want.
Difficulty: Auto-Success
Effect if Successful: Minimal
Allies: Spotter Team
Enemies: Nothing should spot you if you're careful.
Stages: 2, 3 & 4

Gifts From Heaven
-Use portals to drop some HeavenTech devices into the tunnels you visited.
Difficulty: Auto-Success
Effect if Successful: Minimal (Supports Deluge)
Allies: None
Enemies: None.
Stages: 2, 3 & 4

So, we didn't lose out on any missions. The UD has lost a bunch of offensive options and gained a new one that is currently one-third complete. At this rate we can expect it to go into effect in two missions.
 
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Okay, of the missions we have available, most of them have minimal effect. We have two smalls effect missions as well.
Choosing Machine Code looks like it locks out of Operations.
If we do pick missions, either Ghost Division (small effect, but enough difficulty to get XP from actions in the mission) or Gifts From Heaven (since it supports Deluge)
As for attachment options: Who do we have? @kelllogo? Did I miss anyone?
I know we have at least ACES HIGH (probably able to handle themselves, but our support would be helpful), the Emissaries (currently deployed if that means we can't join them, fairly well-put-together team), ATLANTIA (again, theme team) on the base.
ACES HIGH looks like a good choice. We can actually help out there, and it improves our relationship with Night Sky, which might let us learn spells from her.
 
[] Machine Code is setting up a lot of things, give her a hand.
[X] Take a mission
-[X] Wasp's Nest
poke the fort or help machine code, either one should help.


[X] [EXP] save it
 
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One note about Wasp's Nest. We now actually can poke a Titan Worm from long range in a way that will greatly piss it off. Since that's the biggest and baddest type of monster there, doing so should taunt a whole horde of them.

Panoply config of Multi Shot | Ordnance | Darkslayer | Heavy Caliber does the following to a Titan Worm with each attack.

Panoply: 1400 Base Damage, +1d700 Dice, +200 Light of Discovery, +560 Ordnance, +7000 Darkslayer = 9161-9860 Total Damage
Panoply: 1400 Base Damage, +1d700 Dice, +200 Light of Discovery, +560 Ordnance, +7000 Darkslayer = 9161-9860 Total Damage
Panoply: 1400 Base Damage, +1d700 Dice, +200 Light of Discovery, +560 Ordnance, +7000 Darkslayer = 9161-9860 Total Damage

27,483 - 29,580 Total Damage

Titan Worm: 3000 Base Resilience, +1d15000 Dice = 3001-18000 Damage Reduction

9,483 - 26,579 Final End Damage

Titan Worms have 125,000 Health. And we have (at least) 5 attacks per turn.
 
[X] Machine Code is setting up a lot of things, give her a hand.
[X] Take a mission
-[X] Wasp's Nest
[X] [EXP] save it
 
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[X] Machine Code is setting up a lot of things, give her a hand.
[X] Take a mission
-[X] Wasp's Nest
poke the fort or help machine code, either one should help.


[X] [EXP] save it
[X] Machine Code is setting up a lot of things, give her a hand.
[X] Take a mission
-[X] Wasp's Nest
[X] [EXP] save it
I'm not sure we can take both. Also, there's a conspicuous lack of "(Operations will remain open)" after the option to help Yuki, so we may be locking ourselves into that.
So...
[X] Attach yourself to another group and wait to get called up.
-[X] ACES HIGH
[X] [EXP] save it
ACES HIGH, as A) Summit seemed to like hanging out with Nightmare of Night, in part 11, and B) potential to learn spells from Night Sky.
 
[X] Machine Code is setting up a lot of things, give her a hand.
[X] [EXP] save it


Seems to me we got the pins lined up and if we screw up the monsters from the fortress could be a bigger problem than they help. Lets leave well enough alone and set up.
 
[X] Take a mission
-[X] Wasp's Nest
[X] [EXP] save it

For people worried about BoatShrieks - WE (as in Summit herself) can survive just fine. Our allies - not so much.

There will be spiders. They cannot harm us, and they cannot stun us. We reach full attack potential there safely. That's 26 apt.

The optimal Panoply Configuration is Ray-DarkSlayer-Multi Shot-Heavy Calibre. It allows us to pop spiders with single shots, and CHAIN 1400+7000+200 damage ticks together in the attack string, to bypass the heavies' Resilience.

Which means 6 attacks sunk will have 51600 x3 damage, or 155k after tripling. Do that and the worm is erased from existence.

EDIT: Which is kinda a side goal as killing an Epic was spoilered a prerequisite to To Tear The Gods From Their Heights ability (multiplies damage by target's Existence first digit, Sixth Heaven had it).
 
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The optimal Panoply Configuration is Ray-DarkSlayer-Multi Shot-Heavy Calibre. It allows us to pop spiders with single shots, and CHAIN 1400+7000+200 damage ticks together in the attack string, to bypass the heavies' Resilience.
Replace Ray with Ordnance so that we can stay way out of range. Those Titan Worms are scary up close.
 
*Stares* ... Wat. Summit's jumpy as fuck around her. My memory is a bit faded, but I'm pretty sure she threatened our life or something at some point as well.
Reread post 11. She and Summit get into a splash fight, then Summit cheats at a breath-holding contest and acts all smug. I think Summit's fine around her.
 
Replace Ray with Ordnance so that we can stay way out of range. Those Titan Worms are scary up close.
For all of 2.5 seconds we spend within 50 meters of them while FLYING TOP SPEED and having INHUMAN SKILL and SKILLFUL DODGE and 26 ATTACKS before they are shredded with my configuration?

Hahahahahahaha!
NO.

Edit: I am worried more about Balrogs and their Omnipresent spell. And they die even easier.
 
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For all of 2.5 seconds we spend within 50 meters of them while FLYING TOP SPEED and having INHUMAN SKILL and SKILLFUL DODGE and 26 ATTACKS before they are shredded with my configuration?

Hahahahahahaha!
NO.
Staying really far away means that we might be able to prevent them from understanding what attacked them, causing them to just charge in that general direction in a rage. Then we just GTFO.
 
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