"I'll try, but I think they're arriving faster than I can kill them." you acknowledge while scanning over the demons that have arrived. "How much artillery can-."
"You'll get it. Maybe! Tell the 14th to support Summit with everything. Bailey! Figure out how we can get forces there now. Summit, I'm listening, keep talking." Black commands.
(
Summit receives Zeal of Light! May use more than one spell per turn! May Synchronize Spells with Magical Girls under the effect of Zeal of Light!) (Turn one complete.)
While talking the Demon Summoners swapped position, the one that had conjured the current group of Hell Beast drifting aside to let the second one use their spell.
This time ten Hell Beasts appear and start arranging themselves at the back of the line. Commander Black had just finished talking. The pair was moving to switch places and summon more. An incredible din arises from bullets impacting thick shields as the demonic engineers advance on the turrets. Explosions echo from outside the valley.
Talking was taking too long. When Blue Bandit had requested fire it took just under a minute for it to land. If the Summoners started conjuring simultaneously there could be over a hundred Hell Beasts by the time shells started landing.
Stealth was never an option here, for all that a part of you wants to run away until they split up. "I'm eliminating the Summoners."
Your Panoply molds itself to your need, a large firing tube, and the glow moves to reside ominously within the opening. As you've finished declaring your intentions you fire upon the Summoner.
(Panoply: 1040 Base Damage, +174 Dice, +416 Ordnance, +200 Light of Discovery = 1,830 Damage
Panoply: 1040 Base Damage, +174 Dice, +416 Ordnance, +200 Light of Discovery = 1,830 Damage
3,660 Total Damage
Demon Summoner A: 700 Resilience, +168 Dice, -140 Did Not Expect, -280 The Old One-Two = 448 Damage Reduction
Demon Summoner B: 700 Resilience, +200 Dice, +350 Indirect Hit = 1,250 Damage Reduction
Demon Captain: 900 Resilience: +304 Dice, +100 DODGE!, +450 Indirect Hit = 1,754 Damage Reduction.
Magical Girl Iron Age: 400 Base Resilience, +174 Dice, +5,000 Death Would be a Mercy = 5574 Damage Reduction
Demon Summoner A: 5788 Health
Demon Summoner B: 6590 Health
Demon Captain: 13094 Health)
The unreal rocket fires out and curves in mid air to reach the angle with the best coverage of the other demons. A twin shot follows right on its tail. The largest demon bellows a warning and flings himself out of the way as the target summoner fails to notice your attack before it strikes.
A flood of orange light spills over your targets, but is too diffuse to cause damage when it reaches the Hell Beasts.
"Good Hunting." says a voice you don't recognize on your datamine.
Everything you fired on leaps into action, the lead Summoner shoots forward, the back Summoner flies upward, the Hell Beast that aren't tangled up with one another take to the sky, and the apparent commander slings a rope that yanks him onto the back of the swiftest Hell Beast. The shield walls continue despite some commotion, the demons holding the shields not being able to see or hear while advancing.
"Could you tell me how the coordinates work for calling shots." you ask while lining up another shot on the Demon Summoner you struck before.
(Turn two Complete.)
"What exactly-." replies the voice on your datamine.
"Units. Which directions increment from magnetic north." you curtly answer what you expect his question will be.
Watching the shieldwall you think a group is forming on the interior, to try advancing on you, you think. More jars fly at a range that would put human shot putter to shame, burning down another turret and opening a side for the demons on the ground to move without shields.
The Summoners have split up. The one you hit directly still hasn't managed to spot you and is jinking around erratically. The other has moved so that a flight of Hell Beasts covers it as it flies back towards the ground where it first appeared. The one with the fancy armor is bellowing and directing the fliers.
You fire another shot to keep battering down the isolated summoner.
Something bothers you about their behaviour, why is a Summoner flying back to the spot you just blasted?
(Panoply: 1040 Base Damage, +35 Dice, +416 Ordnance, +200 Light of Discovery = 1,691 Damage
Panoply: 1040 Base Damage, +35 Dice, +416 Ordnance, +200 Light of Discovery = 1,691 Damage
3382 Total Damage
Demon Summoner A: 700 Resilience, +231 Dice, -350 Shock and Awe = 581 Damage Reduction
Demon Summoner A: 2987 Health)
With your careful timing and firing the shot connects right after the Summoner turns to face it. Orange light floods out then flares as the afterimage explodes. The Summoner dramatically throws itself to the ground, pretending to be dead, one more hit should be enough.
"It's meters, it goes up on north and east, Magnetic north is correct." answers the person on the other end after a short delay, "I already have the tunnel's location, where'd they warp in?"
"230 meters north, 410 meters east of their tunnel."
"I'll let the guns know."
(Turn three complete! 155mm Rain starts!)
Your attention might be split between the fight and talk, but it's easier than ever to keep track of everything. Since you aren't having problems tracking things you switch to target the other Summoner at the warp location, if the other one wants to play dead it's not going to do anything for a little while.
Before your long-range shot is read you're interrupted by the demon in charge lobbing a fireball at you from several hundred meters away. It's simple to avoid, but moving would spoil your shot. A quick Shift away should let you fire while avoiding damage.
Something's changed, the teleport falls short and flings you from your unintended destination towards the tunnel. You catch yourself and climb, not a moment too soon as the area near the tunnel is engulfed when hundreds of bomblets rain down.
The sound of thousands of explosions large and small fills the valley. In moments hundreds of demons are dead, falling victim to a barrage of submunitions. It doesn't keep you from noticing that another nine Hell Beasts appeared near the active Summoner. Or how the apparent leader orders his group of Hell Beasts to turn around.
(Turn Four complete!)
Infuriatingly, your ability to Shift is compromised. You can't be certain what's causing the issue, but between the Darkness' devices, your recent use of Wave Force, and the odd effect that preceded the attack there's a lot of possible problems. Flying is as fast as ever, you can still do this, you just need to carefully get within their range and kill them before they kill you.
Ire spikes as the injured Summoner flies up to join the commander. You stop climbing and twist to fire upon it.
(Full-Auto Panoply: 1,040 Base Damage, +242 Dice, Full-Auto Negated by excessive Range!, -520 Excessive Range, +200 Light of Discovery = 962 Damage
Full-Auto Panoply: 1,040 Base Damage, +242 Dice, Full-Auto Negated by excessive Range!, -520 Excessive Range, +200 Light of Discovery = 962 Damage
1,924 Total Damage
Demon Summoner A: 700 Resilience, +270 Dice, -350 Shot to Hell, +280 Evasive Action = 900 Damage Reduction
Demon Summoner A: 1963 Health)
Even it's unsteady state It very nearly slips away from from a stream of fire, but you use the afterimage attack to get a clean hit.
(Demon Captain:Eye of the Mind fails to activate (171). Attack lost to High Speed Combat!)
The commander of the group throws another fireball, but it misses by a wide margin. You flip yourself over to let the still activated side of your Panoply fire on all of them.
(Full-Auto Panoply: 1040 Base Damage, +376 Dice, Full-Auto Negated by excessive Range!, -520 Excessive Range, +200 Light of Discovery = 1,096 Damage
Full-Auto Panoply: 1040 Base Damage, +376 Dice, Full-Auto Negated by excessive Range!, -520 Excessive Range, +200 Light of Discovery = 1,096 Damage
2,192 Total Damage
Demon Summoner A: 700 Resilience, +59 Dice, -350 Really Hurting, -350 Did Not Expect = 59 Damage Reduction
Demon Captain: 900 Resilience, +93 Dice, +450 Using Mount as Cover = 1,443 Damage Reduction
Hell Beasts (x5): 200 Base Resilience, +14 Dice = 214 Damage Reduction
Demon Summoner A: Ded
Demon Captain: 12,345 Health
Hell Beasts (x5): 18,022 Health)
Your first shots strike the Summoner in what passes for it's face. It dissolves in orange light in a manner you find most satisfying. This lets your direct the rest of a rather diffuse spray at the commander's flight of Hell Beasts as he tries to direct them to cut you off.
Cacophony fills the air as another volley of shells detonates at the tunnel. There's magic being worked there, you can see strands of Earth gathering.
The remaining Summoner unleashes a vast amount of darkness. You count 44 Hell Beasts around the Summoner and 5 following the demon commander. The ones on the ground seem rather perplexed about what they should be doing.
Then an unlucky Hell Beasts vanishes as a shell hits it.
(155mm HE Shell: 3,000 Base Damage, No Dice, +1,500 Survivor of Hope, +1,200 Ordnance = 5,700 Total Damage
Hell Beast 1: 200 Base Resilience, +37 Dice, -25,000 Internal Denotation = 24763 Extra Damage
Demon Summoner: 700 Base Resilience, +68 Dice, +2,000 Behind Seven ProxiesHell Beasts = 2,768 Damage Reduction
Hell Beast (x20): 200 Base Resilience, +37 Dice, -500 Gibs as Shrapnel = 263 Extra Damage
Hell Beast: Gone
Demon Summoner: 3,658 Health
Hell Beasts (x20): 14,037 Health)
(Turn Five complete!)
The effect is devastating. Four Hell Beasts remain on the ground with shredded wings as everything else takes to the air. You have your pick of targets.
----
Status of Forces
Magical Girl Summit: Unharmed. Benefiting from
Zeal of Light.
Unnamed Demon Captain: 12345 Health. Active
Demon Summoner: 3658 Health, Running
Captain's flight of 5 Hell Beasts: 18022 Health. Active
4 Crippled Hell Beasts: Basically dead from incoming artillery.
16 Injured Hell Beasts: 14037 Health. Active
21 Lucky Uninjured Hell Beasts: 20000 Health
Demon Footsoldier Force: Annihilated.
(Artillery is being retargeted to the main battle, 155mm Rain ends on first turn of next update.)
Reinforcements Choice:
[X] [Backup] War Angel Laurence (Now)
Had a haste spell cast on him so he could fly over swiftly. Elite War Angel with a holy sword.
[X] [Backup] Fairy Support Team (Later-ish)
A trio of battle-trained, yet untested, fairy battle mages pulled from supporting the forces at Moral High Ground. Possesses an Anti-Air Synch spell.
[X] [Backup] Magical Girl Destined Lightning (Later-ish)
Volunteered to detach herself from ACES HIGH to help you. Very fast.
[X] [Backup] Special forces with experimental equipment and two helicopters.(Later-ish)
A ten-man team with jump-pack equipped power armor and air support. They were already airborne when trouble started.
[X] [Backup] Still on the way, Hold on! (EXP bonus if you win, better reinforcement choices if you survive)
[X] Plan?
Things of note:
Keeping the Summoners away from their entry point stops them from summoning.
There's enough Hell Beasts to be a major problem if a wave gets away from you.
The Captain is being really aggravating, and you're pretty sure he knows it.
There's something still in the tunnel, you expect they have a plan to exit despite the artillery. Which is going to become much less intense shortly.
+10 EXP Doing great for the staying alive part!
+1 EXP Zealous assault
+50 EXP 322 Dead Footsoldiers (50 Max give EXP!)
+20 EXP 155mm Shells are a girl's best friend
+75 EXP Killed a Demon Summoner
+5 EXP 180 Noscope
+50 EXP 5 Defeated Hell Beasts
22 + 191 = 233 Total EXP
[X] EXP Plan?