Under the Open Sky (CWMGQ Spinoff)

4) @ReaperofInterest, please add casting Guardian Touch on Arc Mastermind first thing.
Nah. I think Wave Force auto-kills the Shadow... via grand dispel? Guys, doesn't that hit an area? A large area?

Anyway, Lunatic and Arc are kind of evenly matched, so they should be fine punching each other for a turn before we hit Arc with Guardian.

Taking the Shadow out is probably better between those two actions.

I would think at least, cause otherwise Arc should just Alpha-shot Lunatic since our side goes first outside of high Flight speed differences, and Lunatic only has 30mph.

Though we also have to worry about the crab... And we can't hit both the Crab and Shadow with Grand Dispel Wave Force in the same turn.
 
Nah. I think Wave Force auto-kills the Shadow... via grand dispel? Guys, doesn't that hit an area? A large area?

Anyway, Lunatic and Arc are kind of evenly matched, so they should be fine punching each other for a turn before we hit Arc with Guardian.

Taking the Shadow out is probably better between those two actions.

I would think at least, cause otherwise Arc should just Alpha-shot Lunatic since our side goes first outside of high Flight speed differences, and Lunatic only has 30mph.

Though we also have to worry about the crab... And we can't hit both the Crab and Shadow with Grand Dispel Wave Force in the same turn.
You're probably right about taking out the shadow being a better option, but we're still configured for Omni-Caster. We can do both in the same turn. And Arc Mastermind might not have her everything dispelled by Grand Dispel, depending on her position.
 
I've already got Summit casting Guardian Touch on Arc Mastermind when she gets a chance. I will switch the preparing Quell thing though. I'll just put in prepare to dodge if the crab seems like it's going to attack.
 
I've already got Summit casting Guardian Touch on Arc Mastermind when she gets a chance. I will switch the preparing Quell thing though. I'll just put in prepare to dodge if the crab seems like it's going to attack.
The crab's spell has Apocalypse. That's 'blow up multiple city blocks' size.

It could very well aim the spell at Summit and wind up hitting Arc Mastermind, or force Arc Mastermind to dodge in a way that leaves her vulnerable in her duel.

That's why I said to consider using Wave Force once per turn on the Crab, so that it can't fuck over Arc Mastermind with its AOE.
 
The crab has a 15,000 Base Damage with Pin, Juggernaut, and an ability that increases damage against targets that have been pinned for multiple turns, and Arc is very spell-dependent for her offense and defense. I'm willing to start with Wave Force to get rid of the shadow, but I'd prefer not to cripple Arc's ability to fight.
 
The crab has a 15,000 Base Damage with Pin, Juggernaut, and an ability that increases damage against targets that have been pinned for multiple turns, and Arc is very spell-dependent for her offense and defense. I'm willing to start with Wave Force to get rid of the shadow, but I'd prefer not to cripple Arc's ability to fight.
The crab is big enough that we can aim Wave Force at a part of the crab that's far enough away from the MG duel that they won't be affected. This thing has a 200 meter radius. I meant negate its ability to cast spells by aiming Wave Force at something like its head.
 
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@kelllogo, I think we need a GM ruling here please. Could we do what justinkal here is suggesting? That is, use the Grand Dispel effect of Wave Force to prevent Massy from using its spell, while allowing Arc Mastermind to use her spells?
 
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@kelllogo, I think we need a GM ruling here please. Could we do what justinkal here is suggesting? That is, use the Grand Dispel effect of Wave Force to prevent Massy from using its spell, while allowing Arc Mastermind to use her spells?
With the caveat of needing to cast Wave Force before Massy even begins to attempt spellcasting.

Also, should be pretty easy to do if we're aiming Wave Force upwards, towards the sky instead of the ground.
 
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@kelllogo, I think we need a GM ruling here please. Could we do what justinkal here is suggesting? That is, use the Grand Dispel effect of Wave Force to prevent Massy from using its spell, while allowing Arc Mastermind to use her spells?
Yes. It's possible to arrange things so that Massy is hit by the Spell-blocking effect and Arc Mastermind is outside the AOE. Just make sure Arc is a few dozen meters away and you're golden. (As golden as you can be with Lunatic Psyker trying to rip your face off...)

The Hellfire spell is pretty ineffective at the moment. The only things outside the Brandcraft umbrella are a few Anti-Demon Tanks with their own Elemental Backups and some helicopters if Massy shoots a high arcing blast. It shouldn't be a problem unless he walks over a strongpoint and gets to roast the people staying behind them.
 
Yes. It's possible to arrange things so that Massy is hit by the Spell-blocking effect and Arc Mastermind is outside the AOE. Just make sure Arc is a few dozen meters away and you're golden. (As golden as you can be with Lunatic Psyker trying to rip your face off...)

The Hellfire spell is pretty ineffective at the moment. The only things outside the Brandcraft umbrella are a few Anti-Demon Tanks with their own Elemental Backups and some helicopters if Massy shoots a high arcing blast. It shouldn't be a problem unless he walks over a strongpoint and gets to roast the people staying behind them.
Okay.

Now, question - we have an ability that lets us use half our attacks while airborne. With Wave Force, we're down to 1 spell per turn. Do we get to do two attacks AND Wave Force in a turn, or 1 attack and Wave Force?

With proposed panoply build it is the difference between stopping Massy altogether and delaying it for 3-4 turns.
 
The Hellfire spell is pretty ineffective at the moment. The only things outside the Brandcraft umbrella are a few Anti-Demon Tanks with their own Elemental Backups and some helicopters if Massy shoots a high arcing blast. It shouldn't be a problem unless he walks over a strongpoint and gets to roast the people staying behind them.
The concern in question was Massy shooting its spell at short range, aimed at Summit, and Arc Mastermind getting caught in the blast. Is that an irrelevant concern?
Now, question - we have an ability that lets us use half our attacks while airborne. With Wave Force, we're down to 1 spell per turn. Do we get to do two attacks AND Wave Force in a turn, or 1 attack and Wave Force?
That's for aerial dogfighting. That's the only time when your attacks per turn gets reduced to 1 by flight. This is not an aerial dogfight.
 
Even if we might have to maneuver rapidly to avoid the anti-air efforts? Well if you're sure.

[X] ReaperofInterest
 
It probably makes more sense to cast Guardian touch on Arc Mastermind while she's within touch range. - If we can avoid it getting dispelled by Wave Force. (Maybe by asking Arc to back off a bit? She is a ranged attacker anyways, while Lunatic is mostly melee)

Once she actually engages Lunatic Psyker she'll be busy dodging a MG that has boosted flight and can enhance herself (& use ranged attacks), so it'll be harder for Summit to get close and use Guardian touch.

Also since the Shadow is currently underneath one claw of the crab, the initial wave force will probably hit part of the crab and lock its fire spell anyway.
 
Alright, I've edited my plan so that it has Summit using Wave Force each turn while leaving Arc Mastermind's ability to use spells intact.
Is Guardian Touch a ranged spell? Based on the name, I would think that it requires touching the target.

If it is melee range only, then we can only really cast it on Arc Mastermind if we do so before she starts fighting Lunatic Psyker.
 
Maybe, but I'm willing to bet that the shadow and Lunatic are near each other, so using Wave Force to get rid of the former should prevent spell casting in the area, which means we'd have to deliberately follow Arc until we get a chance to cast Guardian Touch. Slowing down Massy is more important than giving Arc a leg up in her dispute with her cousin
 
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[X] Plan Stalling the Loony
-[X] Start by casting Guardian Touch on Arc Mastermind, shifting so that when you cast Wave Force you won't dispel GuardianTouch, hitting the shadow with Wave Force, then switch your Panoply to Multi Shot, Danmaku, Heavy Caliber, and Horrorslayer.
-[X] Begin attacking and destroying Massy's legs. If it looks like Massy is going to attack, dodge, and use your teleportation ability if needed.
-[X] Try to use Wave Force each turn in such a way that it disables Massy's spell casting ability, while leaving Arc Mastermind's intact. If needed, use teleportation to achieve this.
-[X] Once you've destroyed at least three of Massy's limbs, switch your Panoply's configuration so that you have Crush, Intercept, Double Hit, and Adamantine and help out Arc Mastermind by engaging Lunatic in melee. When you can, intercept her attacks
-[X] Make sure to dodge when needed, and use your teleportation if it's needed.
-[X] Ideally, try to stall until Team GEAR gets here so they can finish off Massy

[X] EXP Plan Kill
-[X] Purchase Horrorslayer (420)
 
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New information has caused me to make another new plan.

[X] Plan Kill the Darkness
-[X] Start by casting Guardian Touch on Arc Mastermind, Shifting so that when you cast Wave Force you won't dispel Guardian Touch, hitting the shadow with Wave Force, telling Arc Mastermind that you'll be back soon so please try not to die, then Shifting away to the nearest fight.
-[X] Purposefully taunt the demons into attack you so that Ceaseless Warrior is powered up, and try to get as many of them to attack as possible.
-[X] Once Ceaseless Warrior has been powered up to a decent degree or two turns pass (whichever come first), Shift back to Massy and change your Panoply's configuration to Multi Shot, Danmaku, Horrorslayer, and Heavy Caliber. Destroy as many of Massy's legs as you can in one turn, and if you have enough shots left over, try to get rid of its arms as well.
-[X] Try to use Wave Force each turn in such a way that it disables Massy's spell casting ability, while leaving Arc Mastermind's intact. If needed, use teleportation to achieve this.
-[X] Once you've removed some of Massy's limbs, switch your Panoply's configuration so that you have Crush, Intercept, Double Hit, and Adamantine and help out Arc Mastermind by engaging Lunatic in melee. Let Arc know you can survive against Lunatic before you engage the latter
-[X] Make sure to dodge and negate Lunatic's attacks when needed, and use your teleportation if it's needed.
-[X] Ideally, try to stall until Team GEAR gets here so they can finish off Massy

[X] EXP Plan Kill
-[X] Purchase Horrorslayer (420)
 
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[X] ReaperofInterest

Looks good.

Also pretty funny that Arc Mastermind thinks this is way out of Summit's pay-grade, while its really more just a busy Tuesday.

But with Team GEAR showing up, EXPLOSIONS, shipping and trauma is soon to follow.
 
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