Under the Open Sky (CWMGQ Spinoff)

Damage received after resilience is applied.
I had a feeling that was the case, but wanted to be sure, since decreasing the damage you deal per attack in exchange for a massive increase to your APT is still a massive increase to our combat effectiveness (especially since we have Inhuman Skill).
Each time you are attacked
Also, how is this calculated? Is it based on how many times Final End Damage is calculated, or do things like Double Cast count as multiple attacks?

Regardless, the combination of No Strength In Numbers and Ceaseless Warrior means that once we obtain it, diving headfirst into a hoard of mooks makes us become an absolute monster for the remainder of the battle.
increase your attacks per turn by one, up to the level of this ability
Which is capped at the level of the ability, our APT or the extra attacks? In other words, with our current levels, would it cap at 21 or (4+21=25) APT?
 
Also, how is this calculated? Is it based on how many times Final End Damage is calculated, or do things like Double Cast count as multiple attacks?
Each time Final End Damage is calculated it gives an additional bonus attack. Multi-Hit attacks don't increase this.

Consider what Self-Repair can do with this.

Which is capped at the level of the ability, our APT or the extra attacks? In other words, with our current levels, would it cap at 21 or (4+21=25) APT?
It caps bonus attacks.
 
Huh. I got more Funny ratings than Likes on my snippet. Out of curiosity, what is that people found funny?
 
Crossworlds 9.1
You look over Machine Code again. With all the robots, magic robots at that, she's some sort of builder as well. In other words, she's probably your backup. In light of that you should try to make sure she can work as effectively as possible.

"I built those for my own use, these items are lacking in systems to make them useable by anyone else. The most beneficial outcome would be if I made you a set to your specifications."

"I will make do. The important part is that you've preserved the magical reinforcement of the tank armor, this gives me a way to manipulate items in corrosive baths without tainting the acids. Since neither of us can rewrite the Brandcraft that provides the effect it's better if I just work around the limitations if it lets me start immediately." Machine Code says with a level voice.

"You aren't going to be fixing tanks?" you ask.

"No. My work as an analyst is more important. I've considered working on these, but wouldn't be effective enough in this task to justify the time spent. I'm here because your tools make some circuit ideas possible."

"I'm a pretty deft hand with Brandcraft. Why not ask for what you want through official channels? They're practically showering Summit here with toys." Yuki points at the hovertank to emphasize her point.

"Because Team CODE has an official budget for these things and Machine Code isn't asking for scrap." one of Machine Code's teammates added.

"I can replicate the Brandcraft found on the tanks." you say after taking a bit of time to think it over in your mind.

Yuki and Machine Code stare at you with a flat expression. Yuki shrugs and takes another sip of her drink.

"That changes things. Since you're willing to assist me I'll refine my schematics and identify the items it would be most efficient to have you produce." Machine Code said.
----

While Machine Code works out her 'shopping list' of specifications you have some time to examine the hovertank. The hover units are self-contained, with the exception of some control circuits. A little rewriting of the Brandcraft makes one completely independent, from there it's easy to yank the thin armor apart to get it free for Fusing.

The world seems to slow as you consider the component you just absorbed. Given a bit of time you expect you could supercharge the effect by simply shoving more magic into it -- whoever made that hovertank didn't use very much for some reason.

Come to think of it, more thrust would probably punch through the material they used. Changing the shape and using tank armor solves that, well, mostly solves it. To scale it up to lift an Anti Demon Tank effectively you would need to stack it three deep, which means removing the secondary guns to keep the thrust balanced. The best places to put the middle section interrupts the ammo for the secondary guns, if you imbued the guns with a measure of your power it removes the need for ammo while keeping most of them, you think. Something to consider later, right now you still have a number of tanks that you can get working relatively quickly.

For good measure you Fuse the flamethrower and fuel canisters before finishing turning what's left of the hovertank into spare parts.

Machine Code finishes her preparations and gives you a few projectors with examples of what she wants and listing what effects she wants applied. She stays long enough to watch you fabricate the first object and then leaves without saying anything further.

Everything seems to click as you're working. Answers come as fast as you see problems. Even with Yuki regularly interrupting you to charge Brandcraft for her you finish quickly.

(+1 Supplies from Hovertank, -1 Supplies from Machine Code's request. Burn added to Ability list!) Yuki's equipment has improved!
----

After a quick break to refresh your transformation you resume your efforts to repair the immobilized tanks. This goes quickly enough that Yuki brings in others to check over your handiwork. You've handed over a third tank for testing when you see Kei approaching.

"Hi! Keeping busy?" he waves to you.

You wave back slightly. There isn't any magic from him that you notice, but the idea of something that changes your thoughts is quite distracting.

"Is Yuki around? I finished the jobs she gave me and would rather work on magic stuff than join the rest of the cadets."

You point out the tank being piloted, "She's in there."

"Ah, I'll see her in a bit then. How did you get your-" he makes a gesture that encompasses your Panoply, "stuff to glow like that? I can tell that you got stronger."

"Thank you?" you say while thinking over the newest change and the vision that accompanied it. "It's…like stretching until you grab something, only with odd powers. Everything I've done and become able to do made it possible, or something."

Kei sits on a dry stone, "What kind of odd powers? I have an oddball ability too."

The world stops as you consider his question. You gained a sudden understanding of magic, a film of light over your Panoply that does something, and a feeling that your abilities had improved somehow.

"I'm going to try something." you answer.

Your Panoply twists into the shape of several gun barrels while the light is pulled within them. A thought occurs and you pantomime covering ears at Kei, who does so. With everyone nearby either inside a tank or covering their ears you unleash your fire on a steep part of the mountain.

Dozens of shots fly out and explode on impact. For years you've needed to choose one or the other, but now it co-exists. Your Panoply flows out of shape and into a larger tube as you try another combination. When you unleash your largest gun it fires a series of rockets to impact the stone, sending shards into the air. Satisfied with your new effects you withdraw your Panoply.

"Neat. How many forms does it take?" Kei asks as he uncovers his ears.

"Many, I can choose from several effects."

Kei gives you a thumbs up, then jumps to his feet and starts running back towards the base. Probably since the tank Yuki was examining started driving closer.

(3 Stage one tanks fixed! One gutted tank consumed.)
----

As it transpired, she wasn't driving over to scold her little brother, but instead bringing the tank to the vehicle pool. Other soldiers were being driven to collect the tanks you had just fixed. A bit of eavesdropping on the radio combined with your newfound ability to think quickly gives you a picture of what's happening.

Forces are mustering to attack Milidia.

You extrude your datamine to be prepared for any messages just as the pager Signals gave you chimes. It doesn't look like you have messages yet, there's probably time to quickly fly to the valley before Gating to the main fortress.

As you fly over you see a dozen Anti Demon Tanks roll out in a column below with hundreds of impressively armed and armored infantry scrambling in the trench-filled land between the walls. Still no calls on your datamine or informative signals on the radio calls. Perhaps the Magical Girls have not yet been activated?

The valley looks much the same as yesterday, but there's a different feel to the place. A sense that something has been put under tension that you can't quite place. You land next to the divot where you directed your last Wave Force and unleash it once more. A few of the auto-turrets swivel at your light show, but nothing fires.

(Hit!)

For the first half of the minute as you wait for the stressed portions of reality to slide away from you everything seems normal. Then everything pulses as something slams an effect like your Halting down like a jackhammer. The sensation of having a 'grip' on space and it being pulled away makes your head throb with each transition.

Thankfully it stops, a fountain of eerie light erupts from an unremarkable spot of dirt. You run your hand over your forehead to relax it. Everything is still agitated, but you've recovered your space-warping abilities. Your Panoply wraps around you as you hold yourself still in preparation for a gate.

You've just established your destination when a section of the mountain glows red and falls to pieces. A horde of demons rushes out of it into the fire of no less than three of the automatic turrets.

From where you are it sounds like a fast sewing machine as the first line is mowed down. A second group advances under the cover of large shields, bullets that struck down the previous wave do little to the shieldbearers.

Right. You need to tell someone about this. The datamine has an emergency number that you select.

"Please state the nature of your emergency." a voice asks after several stressful seconds.

"An army of demons has tunneled into the valley overlooking Moral High Ground." you state.

"Uh, I'll get an officer. Hang up and wait for a callback." the person on the other end says with a bit more vigor than before.

The shield wall has gotten close enough to one of the turrets to throw jars at it. When the jars hit the ground or the turret they shatter and spray some kind of oil that self-ignites. The box of ammo next to the turret pops and the turret falls silent.

Further into the valley the air shimmers and a trio of figures appears. Two of them are shrouded by cloaks and lack legs (Chaos), the third is twice the size of the Demon Summoners (Chaos, Blood) and holds a black spear (Metal, Courage, Story) that hurts to look at.

Your datamine chirps, you tap the accept button.

"This is Commander Black, I know about the horde at the overhang. Leave it for the local forces and fly to the command post at best speed."

"A pair of Demon Summoners just teleported in." you add.

"Worrying, but not a problem, they can't summon when they're away from their portal. Just leave it for now."

As he was speaking darkness spilled out of one of the Demon Summoners and coalesced into eight Hell Beasts. Shimmers of warped space clung to them as the truck-sized monsters arrange themselves at the command of the large armored demon.

"Commander, they just-"

"I saw!" you hear the sound of a hand slamming on wood, "Change in plans. Stay alive, and defeat all forces in the overhang, or at least prevent them from mustering to attack Moral High Ground."

----
Defense of Moral High Ground

Objective: Prevent the United Darkness from mustering in the overhang.
Failure Conditions: Death of Magical Girl Summit. A wave of more than 40 Hell Beasts attacks Moral High Ground.

Current Forces in Area
Milidia Garrison:
Magical Girl Summit
7 Automated Turrets
(Artillery support available from Moral High Ground)
(Reinforcements may become available)

United Darkness Flanking Elements:
Demon Captain
2 Demon Summoners
8 Hell Beasts (More conjured each turn)
300+ Demonic Footsoldiers with pioneer equipment
(A column is rushing out of a tunnel large enough for a train to fit)
1 Teleport Homer
----

[X] Plan?

Suggestions and Hints
Summit can use an aerial combat action to rip a Hell Beast's head off of its ugly neck.
Bombard with Ordnance to strike from outside your enemies range.
Don't let the Demon Captain hit you with his spear.
Challenge the Captain to stall for time.
Don't let the Demon Summoners get a bead on you either.
The turrets are probably a lost cause, and they are ineffective on the actually dangerous foes.
Hell Beasts that fly high enough will be engaged by lots of anti-air emplacements, but beware friendly fire.
Attacks are about to reach the main fortifications and the first wall at Moral High Ground, less artillery will be available as time passes.
With Diamond Mind and Machine Talk Summit can call in help while fighting.
Next update should cover five turns and allow selecting reinforcements, good luck!
----

Doom Counter: It's Happening!
----

+90 EXP Fused a Hovertank
+25 EXP Advanced the designs of Magical Girl Machine Code
+30 EXP Repaired 3 tanks
+25 EXP Destroyed a Teleport Homer
+5 EXP Met ███████ ████ ████ ███!

175 EXP + 22 EXP = 197 Total EXP

[X] EXP Plan?
 
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(United Darkness) Unnamed Demon Captain

Stats
Health: 14,000
Base Damage: 1,500
Base Resilience: 900
Magic Modifier: 400
Affinity: Chaos | Blood
Weapon
Shrieking Spear Magical Girl Iron Age
Level: 4
Attacks Per Turn: 1
Affinities: Metal | Courage | Story
Abilities: Return | Magical Girl Slayer
Spells
Rope Dart
Hold the unworthy still for your blade. "Get over here!"
Level 8
Base Damage: 800
Magic Modifier: N/A
Affinity: Chaos
Abilities: Vacuum | Bind
Ability
Ornate Armor
-Immune to Instant-Kill attacks. Chance of Breaking.

Burnt Heart
-Take no damage from attacks with a Fire Affinity. May substitute an attack to instead throw a fireball with the Detonate Ability.

Eye of the Mind
-If the Magic Modifier roll is higher than 300 attacks gain the Juggernaut Ability.

Hell-Beast Wrangler
-May ride Hell Beasts. Rope Dart may be used to mount a flying Hell Beast.


Hell Beast


Stats
Health: 20,000
Base Damage: 500
Base Resilience: 200
Magic Modifier: 100
Affinity: Chaos
Weapon
Rending Claws
Level 10
Attack Per Turn: 2
Affinity: Chaos
Ability: Armor Pierce
Spells
Hellfire
Level 10
Base Damage: 1,500
Magic Modifier: 500
Affinity: Chaos
Ability: Detonate
Abilities
Flight
Level 10
-Fly at a maximum of 90 Mph

Auto Defense
-Automatically cause damage to grapplers. 1/5 Base Damage + 50.


(United Darkness / Dark Star) Demon Summoner

Stats
Health: 9,000
Base Damage: 2,000
Base Resilience: 700
Magic Modifier: 500
Affinity: Chaos
Weapon
Dark Gate
Level 5
Attack Per Turn: 2
Affinity: Chaos
Ability: Double Hit
Abilities
The Slavering Horde
-Summon the Darkness calls forth one Hell Beast for every point of it's Modifier Roll.

Flight
Level 12
-A Demon Summoner can fly up to 110mph.


Hell's Foot Soldiers

Stats
Health: 750
Base Damage: 200
Base Resilience: 50
Magic Modifier: 10
Affinity: Chaos
Weapon
Bladed Ax
Level 2

Attack Per Turn: 1
Affinity: Chaos
Ability: Crush
Spells
Blood Lust
Level 1
Base Damage: 50
Magic Modifier: N/A
Affinity: Chaos
Ability: Self-Boost
Abilities
Armored Skin
- Negative 10 on magic damage.
 
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just to clarify, the summoners being able to call things forth means they have a portal nearby right? and that's what made this go from a minor issue to a major threat? or does this drop down to something the garrison can deal with if we kill the summoners?
 
just to clarify, the summoners being able to call things forth means they have a portal nearby right? and that's what made this go from a minor issue to a major threat? or does this drop down to something the garrison can deal with if we kill the summoners?
You're on the right track, but I don't want to spell things out.

If the Summoners can't summon this stops being a major issue, yes.
 
just to clarify, the summoners being able to call things forth means they have a portal nearby right? and that's what made this go from a minor issue to a major threat? or does this drop down to something the garrison can deal with if we kill the summoners?
Well, there was this invisitext.
United Darkness Flanking Elements:
Demon Captain
2 Demon Summoners
8 Hell Beasts (More conjured each turn)
300+ Demonic Footsoldiers with pioneer equipment
(A column is rushing out of a tunnel large enough for a train to fit)
1 Teleport Homer
 
I guess the first move will be to try and kill the Summoners. Wave force was the reason they needed to attack now because we destroyed all but one of the teleport homers at the very least it should also destroy the last one.
Halting was mentioned in the update as how we perceived their change. However it was mentioned that they needed the portal to summon. I don't know how summoning works but I'm wondering if using Wave force on the portal will turn the troops teleporting in into confetti.

first impressions

[] Use wave force to target a summoner, hopefully this will also either interrupt whatever their doing or destroy the last teleport homer.
[] use diamond mind to radio in the militia, we can not stop all of them. The chaff is of no concern but you need to know how well the militia can hold up to the hell beasts. If they can't stop any of them you'll just have to stop them all yourself. Adjust how much time we spend on each wave by how well the town hold's.
[] if that fails teleport in and use halt


both destroy the last remaining teleport homer that they used to get here "Important" and attempt to either destroy the portal or kill a summoner. If the leader attacks draw him away with flight until you can teleport next to the other summoner and kill them.
 
Let's start with Ordnance and Collateral Damage as our abilities for right now, and try downing the summoners from range while also calling in artillery for a turn or two.

Then we jump in and start wrecking face. We definitely want Skydance, so that way we can move at top speed and avoid all the scrubs without High Speed Combat Two. Crush and Collateral Damage for things we think we can kill quickly, Crush and Burn for things that we think will take a while (like the Demon Captain)


I can refine this depending on how long it takes to get to the invasion and how long the invasion will take to get to MHG. We could also ask for MG reinforcement, though I'm not sure who. (Kelllllogoooooooo! We could use a character listing! /whines)
[] Plan Smashing Bombardment.
-[] Two turns of Ordnance + Collateral Damage bombardment on the Summoners, while advancing as close as is safe with friendly artillery firing on them.
--[] Call in a couple barrages of artillery from Moral High Ground if possible
-[] Once the barrages have finished, fly + shift in, switch to Crush + Collateral Damage and finish off the Summoners
--[] Be sure to keep moving at top speed the entire time.
--[]Once there are no Summoners on the field, start taking down the Hell Beasts
[] XP Plan Dance Like You Want To Win
-[] Skydance (-140 XP)
 
@kelllogo
I noticed a bit of an inconsistency in this update. You kept flipflopping between "Unified Darkness" and "United Darkness".
The Slavering Horde
-Summon the Darkness calls forth one Hell Bease for every point of it's Modifier Roll.
Typo.
Armored Skin
- Negative 10 on magic damage.
What does that even mean?
Let's start with Ordnance and Collateral Damage as our abilities for right now, and try downing the summoners from range while also calling in artillery for a turn or two.

Then we jump in and start wrecking face. We definitely want Skydance, so that way we can move at top speed and avoid all the scrubs without High Speed Combat Two. Crush and Collateral Damage for things we think we can kill quickly, Crush and Burn for things that we think will take a while (like the Demon Captain)


I can refine this depending on how long it takes to get to the invasion and how long the invasion will take to get to MHG. We could also ask for MG reinforcement, though I'm not sure who. (Kelllllogoooooooo! We could use a character listing! /whines)
[] Plan Smashing Bombardment.
-[] Two turns of Ordnance + Collateral Damage bombardment on the Summoners, while advancing as close as is safe with friendly artillery firing on them.
--[] Call in a couple barrages of artillery from Moral High Ground if possible
-[] Once the barrages have finished, fly + shift in, switch to Crush + Collateral Damage and finish off the Summoners
--[] Be sure to keep moving at top speed the entire time.
--[]Once there are no Summoners on the field, start taking down the Hell Beasts
[] XP Plan Dance Like You Want To Win
-[] Skydance (-140 XP)
It might also be worth equipping Thick Armor at some point to lessen the effect of the commander's Juggernaut. Juggernaut + Magical GIrl Slayer sounds really painful. It will also reduce the effect of the Hell Beasts' Armor Pierce.
 
It might also be worth equipping Thick Armor at some point to lessen the effect of the commander's Juggernaut. Juggernaut + Magical GIrl Slayer sounds really painful. It will also reduce the effect of the Hell Beasts' Armor Pierce.
He doesn't have any HSC. We move above 90 mph. He can't even target us.
 
He doesn't have any HSC. We move above 90 mph. He can't even target us.
He does however have a spell that both Binds and Vacuums in targets outside its range. That sounds like the kind of thing that can hit us regardless.

Also, it might be worth spending a little bit extra EXP to grab Rain of Blows, which IIRC doubles our melee damage in a way that stacks multiplicatively with Crush (for 6x total). That would let us kill a Dark Star Summoner in two attacks and a Hell Beast in 4.
 
[X] Crystalwatcher's Nuking Strategy
-Call down ALL THE ARTILLERY for as long as possible.
--Ordinance + Collateral Damage centered on the Summoners until dead, or Artillery slacks off.
-After Artillery slacks off or the Summoners are dead, Challenge the Commander to a duel.
--Apply Wave Force to his face, followed by Crush and Laser.
---Repeat until Commander is dead or dying.
-If there's still time until reinforcements inbound, Laser and Collateral Damage until time is up, or everything is dead.

[X] Buy Skydance


Remember that we're up to out eyeballs in enemies with no allies anywhere near us.

Target rich environment, and no allies to get caught up in it? Best place to use Collateral Damages' huge AOE for all it's worth. With it, the footsoldiers are going to die en-mass and we'll be able to hit more than one enemy at a time.
 
So, can someone double check that I'm calculating this correctly?

If we purchase both Skydance and Rain of Blows, then we can use Crush + Rain of Blows to do over 6000 damage per attack, allowing us to kill both Dark Star Summoners in a single turn. Is that correct?
 
So, can someone double check that I'm calculating this correctly?

If we purchase both Skydance and Rain of Blows, then we can use Crush + Rain of Blows to do over 6000 damage per attack, allowing us to kill both Dark Star Summoners in a single turn. Is that correct?
:V I thought I nerfed Skydance to allow half of your attacks while flying. :oops:
 
so, going by how this was not a major issue until the summoners started calling in reinforcements, I think we can assume that they don't have the reserves to breach anything important. If we kill the summoners or their teleport homer this attack becomes far less dangerous. The issue is, we don't know where the homer is and there may be more summoners. I mean, the UD is not made of idots and they are probably assuming anything in the open has at least even odds of catching a sudden and fatal case of fire support.

That said, I doubt they have more than one or two replacement sets of summoners since they are one of the few kinds of things that the UD does not have a ridiculous amount of. so bombarding the summoners from high enough above them that the hell beasts would have to enter the AA envelope to reach us and they can't shoot us would probably screw up the opening stages of the attack, and take out something they can replace maybe twice.



[X] no reinforcements for you.
-weapon abilities are full auto and ordinance - the chaff is of little importance, there are 3 targets of tactical value and they are all fairly durable. we need damage more than AoE.
--focus down the summoners one at a time from the edge of our range, as far inside the AA envelope as possible.
---when they try and use the hellbeasts as cover use the distance expanding feature of Elsewhere to expand small gaps into large firing lanes.
-artillery priorities are in order, the summoners, collapsing the tunnel, the captain.
-if we kill the summoners switch weapon to ordinance and collateral damage and collapse the tunnel, then wipe out the troopers. looking at the captain, he seems to be a hero killer, so ideally we should either kill him with fire support, or kill his army around him and let our reinforcements deal with him.
-the captain is going to likely mount a hell beast and try and get us in range, to counter this we can coordinate with AA to kill every hell beast near him at once so he doesn't just jump to another one. If possble we should use distance expanding feature of Elsewhere to try and push him out of range of any hell beast we think he's going to rope trick to.
--if it looks like the captin is about to get us in rope trick range we spend an action to teleport away. He has a pull but we have teleport, we can play keep away without losing more than one shot every turn or two.


[X] Buy Skydance
 
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You look over Machine Code again. With all the robots, magic robots at that, she's some sort of builder as well. In other words, she's probably your backup. In light of that you should try to make sure she can work as effectively as possible.

"I built those for my own use, these items are lacking in systems to make them useable by anyone else. The most beneficial outcome would be if I made you a set to your specifications."

"I will make do. The important part is that you've preserved the magical reinforcement of the tank armor, this gives me a way to manipulate items in corrosive baths without tainting the acids. Since neither of us can rewrite the Brandcraft that provides the effect it's better if I just work around the limitations if it lets me start immediately." Machine Code says with a level voice.

"You aren't going to be fixing tanks?" you ask.

"No. My work as an analyst is more important. I've considered working on these, but wouldn't be effective enough in this task to justify the time spent. I'm here because your tools make some circuit ideas possible."

"I'm a pretty deft hand with Brandcraft. Why not ask for what you want through official channels? They're practically showering Summit here with toys." Yuki points at the hovertank to emphasize her point.

"Because Team CODE has an official budget for these things and Machine Code isn't asking for scrap." one of Machine Code's teammates added.

"I can replicate the Brandcraft found on the tanks." you say after taking a bit of time to think it over in your mind.

Yuki and Machine Code stare at you with a flat expression. Yuki shrugs and takes another sip of her drink.

"That changes things. Since you're willing to assist me I'll refine my schematics and identify the items it would be most efficient to have you produce." Machine Code said.
Well, everything went better than expected!

The world seems to slow as you consider the component you just absorbed. Given a bit of time you expect you could supercharge the effect by simply shoving more magic into it -- whoever made that hovertank didn't use very much for some reason.
There's a bit of ambiguity here. I take it by 'supercharge the effect' you mean getting the hover system to put out more power? Is that correct? Also, Summit, most people aren't you. They don't have lots of magic to throw around.

Come to think of it, more thrust would probably punch through the material they used. Changing the shape and using tank armor solves that, well, mostly solves it. To scale it up to lift an Anti Demon Tank effectively you would need to stack it three deep, which means removing the secondary guns to keep the thrust balanced. The best places to put the middle section interrupts the ammo for the secondary guns, if you imbued the guns with a measure of your power it removes the need for ammo while keeping most of them, you think. Something to consider later, right now you still have a number of tanks that you can get working relatively quickly.
Calling it now, when Summit gets the time, she's going to make a prototype which is going to end up being the base model for the next generation of Counter Force tanks.

(+1 Supplies from Hovertank, -1 Supplies from Machine Code's request. Burn added to Ability list!) Yuki's equipment has improved!
Hora. Also, no merit? Or is that something we'll get later?
For the first half of the minute as you wait for the stressed portions of reality to slide away from you everything seems normal. Then everything pulses as something slams an effect like your Halting down like a jackhammer. The sensation of having a 'grip' on space and it being pulled away makes your head throb with each transition.

Thankfully it stops, a fountain of eerie light erupts from an unremarkable spot of dirt. You run your hand over your forehead to relax it. Everything is still agitated, but you've recovered your space-warping abilities. Your Panoply wraps around you as you hold yourself still in preparation for a gate.
I suspect that the Dark used a secondary function of the Teleport Homers to Halt the spatial distortions. Only thing that makes sense here. As such, that fountain of light is probably where the last homer is. It's also confirmation that they weren't planning on trying to flank this early if true. They could have done more damage if the defenders were fully committed to the defense of Milidia elsewhere.

You've just established your destination when a section of the mountain glows red and falls to pieces. A horde of demons rushes out of it into the fire of no less than three of the automatic turrets.

From where you are it sounds like a fast sewing machine as the first line is mowed down. A second group advances under the cover of large shields, bullets that struck down the previous wave do little to the shieldbearers.
Shields big and heavy enough to deflect high caliber bullets are heavy. They probably aren't going to be moving very fast unless they ditch them.

"This is Commander Black, I know about the horde at the overhang. Leave it for the local forces and fly to the command post at best speed."

"A pair of Demon Summoners just teleported in." you add.

"Worrying, but not a problem, they can't summon when they're away from their portal. Just leave it for now."

As he was speaking darkness spilled out of one of the Demon Summoners and coalesced into eight Hell Beasts. Shimmers of warped space clung to them as the truck-sized monsters arrange themselves at the command of the large armored demon.

"Commander, they just-"

"I saw!" you hear the sound of a hand slamming on wood, "Change in plans. Stay alive, and defeat all forces in the overhang, or at least prevent them from mustering to attack Moral High Ground."

United Darkness Flanking Elements:
Demon Captain
2 Demon Summoners
8 Hell Beasts (More conjured each turn)
300+ Demonic Footsoldiers with pioneer equipment
(A column is rushing out of a tunnel large enough for a train to fit)
1 Teleport Homer
Hora~ and by the sounds of things, the Summoners need the Teleport Homer to successfully summon more Hell Beasts. If they lose it, they'd need really good luck getting reinforcements that'll matter.

+5 EXP Met ███████ ████ ████ ███!
We met another MG? Dafuq? *looks over the update and stat list again.*

Shrieking Spear Magical Girl Iron Age
Level: 4
Attacks Per Turn: 1
Affinities: Metal | Courage | Story
Abilities: Return | Magical Girl Slayer
Triple Hora. Cosmos why!? There are too fucking many ways this could be a thing in the world of CWMGQ. I have no idea what would be the right one. :cry:

I'll get working on a plan of attack shortly.
 
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