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Update 29.5: Deimos Arcana

Update 29.5: Deimos Arcana
Since the initial Heart of Deimos release, you’ve delved into the putrid hills and caverns of the Cambion Drift and found a familiar place with the Entrati. As Deimos continues to fester within the Origin System, its insides twist and turn to expose new growth and life!
In this update, Deimos: Arcana uproots newly unearthed Isolation Vaults in The Underground of the Cambion Drift. The new Necramech, Bonewidow , with sword wielding weaponry awaits you in these unexplored rancid tunnels.
Prepare your Tranq Rifle and aim strong, the Undazoa and Nexifera have been spotted occupying the rotting landscape of the Cambion Drift. Remember to look both ways before crossing the Exocrine; the new Deimos Mitosid can attack at any angle!
Arm yourself with a slew of Infested weapons , build new Infested Kitguns , shatter enemies with the Gara Kaleida Collection , and much more with Deimos: Arcana!
***Please note, Test Cluster specific changes are at the very bottom of the Notes!*
The Cambion Drift Underground you’ve come to recognize swells with new areas to discover.
Mother has 3 new Isolation Vault Bounties to complete! These new Isolation Vault Bounties become available after completing the initial Isolation Vault tier, with the respective Mother then offering the new Vault Bounty. As you unlock these new Vault Bounties, the difficulty will increase to match the prerequisite Isolation Vault and rewards will differ per Bounty.
In addition, 4 new Entrati Vault ruins await you in Isolation Vault Bounties!
General Isolation Vault Changes:
  • Removed the Vome/Fass cycle reset on the Isolation Vault Bounties tiers.
    • Oftentimes the Vome/Fass cycle reset during an Isolation Vault Bounty was understandably confusing, for new players especially, and was reported as more of a “bug” than a feature - so we’ve removed its effect on Isolation Vault Bounty tiers! Also, with the addition of the new Isolation Vault Bounties, the time it may take squads/solo players to complete them all could exceed the Vome/Fass cycles.
  • Increased the speed of Loid/Otak in the Isolation Vault!
  • Reduced Loid/Otak’s base Health by 37.5% to compensate for the speed increase.
    • The slow speed of Loid/Otak was common feedback to be addressed, but increasing the speed made their journey too easy as enemies barely put a scratch into them as they attempted to catch up.
  • Changed Otak/Loids defend HUD marker to the standard yellow version to help differentiate between Allies and enemies.
  • Adjusted Loid/Otaks path to create a more evenly spaced consistent length path to avoid a long slow return to the Vault when all 4 Generators are activated, or when clusters of Generators are very close together.
  • Adjusted Isolation Vault Transmission flow at the very start to speed things up a bit and get into the phases a little faster.
  • Scintillants have a chance to respawn in Isolation Vault Bounties.
    • The new Isolation Vault Bounties bring you back through the previously completed Vaults and further into the Underground. Having Scintillant respawn grants another kick at the can even if Scintillant was already found in a Vault.
  • Esophages in Isolation Vault Bounties now have a press and hold context action to avoid accidentally interacting, and thus having to go all the way back down to do the Vault Generators.
  • Rebalanced enemy Voidrig (and the upcoming Bonewidow) Isolation Vault fights for a more fair experience that embraces the precedent set with Kuva Liches:
    • *Enemy Voidrig & Bonewidow Necramechs now have the ‘Lich’ treatment with vulnerability to Status Effects, meaning you can now apply Status Effects to Necramechs! Additionally, certain damage immunities and diminishing returns for Warframe abilities have been added to balance this out.
      • The damage immunities apply to movement abilities, such as Banshee’s Sonic Boom, to prevent yeeting the Necramech into the sun. The diminishing returns are present to also prevent 1HKOs - on par with Kuva Liches.
    • Increased the cooldown time when the Voidrig (and Bonewidow) cast their invulnerability shield while in their “armless” phase.
      • Necramechs are intended to have shorter cooldowns while missing both arms. The cooldown reduction was too high however and you’d often see Voidrig Necramechs recasting their shield within seconds!
  • Added an objective marker to the Bait Device if your Bait throw missed the monster-door.
New Isolation Vault Bounties also have 3 new encounter types within the Bounty!
Deimos Delicacies!
Daughter has tasked you to escort/protect a friendly POLYP-HOG JUGGERNAUT that is searching for Fungal Polyps! But we all know what happens when someone bothers us while we’re eating…
Infested Research!
Curious behaviors have been observed of the Infested interacting with the organic fluids in the underground caves. Subvert the fluid extraction device and throw it back at them to collect samples!
Cracks in Deimos!
There is a mysterious mist wafting throughout the area, driving the creatures within mad! Negate the effects of the mist with the Emitter Unit and seal the mist fissures before the creature's attempt to open the fissures.
BOUNTIES & ISOLATION VAULT FEEDBACK THREAD: https://forums.warframe.com/topic/1236087-deimos-arcana-new-bounties-isolation-vaults-megathread/
This fearsome Necramech, fashioned in honor of the Entrati matriarch, is a robust front-line fighter. Favoring armor and health over shield strength, Bonewidow can grab and hurl enemies, deploy a heavy shield for personal defense, and cleave through opposing ranks with a massive warblade.
Skewer and hold a target. Use again to hurl the victim damaging them and anyone near the impact site.
Raise Bonewidow’s shield to block incoming forward damage.
Sweep surrounding enemies into the line of fire with a force beam.
Summon a devastating exalted blade.
*See balance details on these abilities at the bottom of the document from our Public Test Cluster!
*Acquire the Bonewidow Blueprint and the required parts from Loid for Necraloid Standing!
Blast through enemies with a double-barreled shot of energized slugs. This siphons their life essence which is then used to generate the secondary fire’s massive air-burst mortar. The ancient Entrati weapon was built for Necramechs but also functions as an Archgun.
*Acquire the Morgha Blueprint and the required parts from Loid for Necraloid Standing!
BONEWIDOW FEEDBACK THREAD: https://forums.warframe.com/topic/1236086-deimos-arcana-bonewidow-necramech-megathread/
New Necramech Mods (max rank):
Necramech Flow +150% Energy Max
Necramech Efficiency
+60% Engine Efficiency
Necramech Drift
+150% Hover Efficiency
Necramech Friction
+60% Slide Efficiency
Find these Necramech Mods as rewards from the new Isolation Vault Bounties or from Loid for Necraloid Standing!
Heart of Deimos brought forward the “Weapons Vendor '' of the Entrati, Father, of whom we mentioned would bring Infested Kitguns - and here they are! Purchase these parts from Father and visit your friendly Rude Zuud in Fortuna to build!
*Vermisplicer *
Primary: Long-range proboscis attaches to a target and then splits off to attack up to five more enemies.
Secondary: Three short-range proboscises fiercely latch onto targets and maul them.
Primary: Launches spore-sacs that explode with toxic mist on each bounce. Automatic trigger.
Secondary: Fires spore-sacs that rupture into three smaller toxic projectiles on impact. Semi-automatic trigger.
This secondary grip increases fire-rate while sacrificing little in the damage delivery.
This primary grip increases fire-rate while sacrificing little in the damage delivery.
Small loader that contributes to both Critical Chance and Status Chance.
Macro Arcroid Large loader that contributes to both Critical Chance and Status Chance.
A higher capacity small loader with a slower reload process.
Macro Thymoid
Massive capacity loader with a long, cumbersome reload.
Actualise... synergy... SYNERGISE! Residual Arcanes and Theorem Arcanes are geared towards synergising with each other to provide a different method of imposing elemental damage. Discover these new synergized Kitgun and Warframe Arcanes as rewards from the new Isolation Vault Bounties.
*Please review changes to these Arcanes at the bottom of the document from our Public Test Cluster!
Kitgun Arcanes (max rank)
Residual Viremia - On Kitgun Kill
20% chance to create a pool of toxic blood for 12s, dealing 40 Toxin Damage/s. Standing in the area applies the Toxin Damage to Theorem Arcanes.
Residual Malodor - On Kitgun Kill:
20% chance to create a frigid mist for 12s, dealing 40 Cold Damage/s. Standing in the area applies the Cold Damage to Theorem Arcanes.
Residual Boils - On Kitgun Kill:
20% chance to spawn volatile hives for 12s that explode when enemies approach for 80 Heat Damage in 10m. Standing in the area applies Heat Damage type to Theorem Arcanes.
Residual Shock - On Kitgun Kill:
20% chance to spawn an electrified spike for 12s, dealing 200 Electricity Damage to enemies within 10m. Standing in the area applies Electricity Damage to Theorem Arcanes.
Warframe Arcanes (max Rank)
Theorem Contagion
Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 15m dealing *150 damage *increasing their vulnerability to the globe’s damage type by 200% for 6s. Globes will persist for *30s upon leaving the zone.
+1 Arcane Revive.
Theorem Demulcent
Standing in a zone created by a Residual Arcane increases weapon damage by *12%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.
+1 Arcane Revive.
Theorem Infection
Standing in a zone created by a Residual Arcane increases damage of Companions and summoned Allies within *90m by *24%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.
+1 Arcane Revive.
ARCANE FEEDBACK THREAD:https://forums.warframe.com/topic/1236088-deimos-arcana-new-arcanes-megathread/
It takes two to tango, Tenno. Previously known as “Splitter,” the clever Mitosid splits in twain to divide and conquer as the Diploid. Both the Basal and Feral Diploid make up for what they lack in maneuverability with what they have in appendages!
*****New Mitosid Mod Set*
We anticipated shipping a Mitosid Mod Set with Deimos: Arcana. After review, these Mods needed a bit more time in the oven, and we wanted to make this clear for those who may have come across them on the Test Cluster in any form to explain their fate!. We’ll return to the drawing board and ship at a later date!
Aerial attacks now execute a spin attack that deals +20% damage repeating 2 times in succession.
Mitosid Carapace
+60% Armor, +90% Health
Mitosid Claws
+90% Slash, +60% Status Chance
Mitosid Viscera
+90% Slash, +60% Status Chance
To use the Mod Set Bonus, simply do a Neutral Aerial Melee Attack (Space to jump, no input on WASD, then Melee!)
Grandmother has a new ‘Mend the Family’ option that allows you to provide Deimos Resources for Tokens of each Entrati member.
  • Here with Grandmother, ‘Mend the Family’ gives you another option for those spare Resources, Gems, and Fish Parts to put towards Tokens outside of their usual Entrati member role. For example, use a mix of Resources and Fish parts for Son Tokens! Use a mix of Gems and Resources for Daughter Tokens! Keep checking back to see how you can Mend the Family.
Loid (or perhaps Otak..) are tooting their own horn with the Loid Sentinel Skin - available for Necraloid Standing with Loid! This faithful Necraloid has served the Entrati family for centuries. He now stands ready to offer his service to you. Complete the double-sided look with the Mask, Tail, and Wings.
Loid has come into possession of the Ayatan Kitha Sculpture! Struck to commemorate the Entrati family’s power and prestige, as well as safeguarding their memories of one another. Many things changed in the years that followed, and that which had once shone brightly grew dark and dim. But even a single Ayatan Star may make all the difference.
Spend your Necraloid Standing for this new evergreen item!
Son has new Vulpaphyla and Predasite Precept Mods available for Entrati Standing!
  • Martyr Symbiosis: Drains and stores 20 Health from corpses within 25m up to 20% of their Master’s Health. Sacrifices itself to heal their Master if they fall below 10% Health.
  • Maggot Summoner: Maggot Summoner: In combat, spit up a maggot every 15s. The maggot latches onto the nearest enemy and provokes other enemies within 40m to attack them. It then explodes dealing 400 Viral Damage within 10m.
Grandmother has gotten her hands on a new Infested K-Drive and it can be yours by completing each of her Races out in the Cambion Drift! Once you’ve acquired the Ferverspine, Gristlebuck, Nodulite, and Steeba parts visit your friend Roky in Fortuna to build the Infested K-Drive!
Tenno have spent a lot of time with the Entrati family, and have shared valuable insights on how to improve their systems! Deimos Arcana brings many sought after quality-of-life improvements:
  • Vome/Fass time indicators now appear when viewing the map inside the Necralisk hub!
  • The mining drop rate of Thaumica has been doubled! We’ve also Reduced the chance of getting Namalon while Mining in the Cambion Drift so that the chance of getting Thaumica is significantly increased.
    • Both Necrathene and Thaumica were similarly rare, but Thaumic Distillate is used in a wider variety of Blueprints, so expect to see it appear more often from yellow mineral deposits.
  • Son’s Conservation tasks have been made more rewarding and accessible! There are two main factors to this change:
    • Higher quality Conservation captures will now provide better rewards, as they do in our other Free Roam landscapes. Scoring a “Good” capture will now provide 2 animal capture Tags instead of 1, and “Perfect” captures will award 3 Tags!
    • Son’s Token exchange has been reorganized, based on player inventory statistics. Smaller offerings will require more commonly found creatures, and larger offerings with more Tokens will require creatures that are harder to come by.
  • Necramechs will now increase max level by 2 for each Forma applied, up to Rank 40!
    • With twelve Mod slots to fill, borrowing the Polarity mechanics introduced with the Paracesis made perfect sense. This change also prompted a discussion to address the mission restrictions with Necramech leveling (Free Roam only). As a result, we’ve increased the Shared Affinity Range in Free Roam missions (see below for more details). We still have plans to allow deployable Necramech’s in normal mission modes at a later date - stay tuned!
    • If you have already reached Rank 30 on your Necramech prior to this update, you will retain the full Mastery Points for it. You are still free to level it to Rank 40 to unlock further Mod slots!
  • Enabled Shield-Gating for summoned Necramechs! You’ll now experience the brief invulnerability period when your Necramech Shield breaks.
  • Universal Medallions can now be traded in the Necralisk at Grandmother for Entrati Standing and Loid for Necraloid Standing.
  • The Latrox Une Bounty mission has received a balance pass to address both the length this mission takes and the Bonus being too challenging compared to others:
    • Doubled the Drone Shields Health.
    • The Drone Shield now regenerates after being emptied.
    • Samples now drop at a faster rate.
    • Less samples are required to complete the mission.
We’ve increased the Shared Affinity Range in Free Roam missions from 50 meters to 250 meters! When implementing the change to make Necramech’s level up to 40, it prompted the conversation of Necramech leveling and its restriction to Free Roam missions. With the addition of Bonewidow, it felt appropriate to dial the Shared Affinity Range up for these much larger tilesets. While it’s always ideal to stick together, we hope the 250 meter range allows you to both level up your Necramech faster and venture a bit farther in the landscape.
Undazoa and Nexifera now prowl across Deimos. Help Son study these new species of Infested wildlife!
These peculiar creatures inhabit the exocrine, consuming contaminants and depositing their eggs. They will not instigate an attack, but if you provoke an Undazoa, be wary of each variant’s unique defense.
*Acquire the Undazoa Echo-Lure and Pheromone Gland from Son’s Offerings!
These heavy creatures occupy caves, poised to drop from the ceiling onto unassuming victims. Each variant’s landing has a unique effect. Be quick if you hope to catch a Nexifera before it ascends! They will burrow into the ceiling to make a quick escape.
*Similar to Velocipods, the Nexifera is an ambient encounter creature you can find out in the Cambion Drift.
The Endocrine are home to 2 new species of Fish! Find the elusive Flagellocanth and Lobotriscid to bring back to Daughter!
FLAGELLOCANTH These specimens were originally parasites, breeding inside the wyrm-guts of Fass and scattered across Deimos in the debris of his explosive demise. They are drawn to his light. Processed Fass Residue is required to attract the Flagellocanth!
A muscular, three-tailed fish, the Lobotriscid trawls through Exocrine vapor across the surface of Deimos when Vome is dominant.
  • Enabled Imprinting and breeding for Predasites and Vulpaphyla.
    • Mutagens and Antigens are inherited through breeding, allowing pets to stack their benefits.
    • Predasites and Vulpaphyla can only be named when Gilded, so naming after hatching is skipped.
    • Predasites and Vulpaphyla can not be cross bred with non-modular pets.
    • Imprints of Predasites and Vulpaphyla can only be taken when the pet is Gilded.
  • Disabled Conservation Tranq and Track during the Heart of Deimos quest.
    • When it was enabled you wouldn't have been able to catch anything or see anything on map, but there was a chance to just happen across a start point.
  • Companion Predasites and Vulpaphylas now have their own description, seperate from the wild ones in the Cambion Drift.
  • Improvements to trails to address some of the more drastic upwards jumps required to follow the path.
  • Made a bunch of updates to Lure sounds and mix effects. Added more variations to scat burst sound (yum). Also made adjustments to transmission timing.
  • Increased number of Avichea spawned at Call Points from 1 to 2-4 and improved spawn position.
  • Increased the number of Cryptilex spawned at Call Points from 1 to 2-4.
  • Expanded number of available call points in the Magna, Infested Seraglio, Undulatum, and Albrechts Prospect areas.
  • Added height arrow indicators to Conservation markers.
    • This reduces the number of call points that end up in caves. For the ones that do spawn in caves, the height arrow indicator should relieve that confusion.
  • Added debuffs to Deimos animals when they’re Wounded by Infested and reduced max Health on wild Predasites and Vulpaphylas so you’re not waiting around for Infested to wound the animals.
  • Added Vome/Fass cycle information to Deimos Conservation creatures in the Codex!
  • Fixed losing all control functions for a short period of time after throwing a Fishing Spear - most commonly experienced in Cambion Drift.
  • Fixed cases of issues with Avichea circling movement used when found ambiently and when they arrived at Call Points that would cause them to float way up into the sky.
  • Fixed Cryptilexes missing their Conservation drone pickup animation, which created an animation pop after capturing.
  • Fixed Conservation start points not regenerating on Deimos which would prevent certain encounters from spawning.
  • Fixed some Conservation call points spawning under the Endocrine.
  • Fixed ambient spawns only spawning common fish and ignoring bait (fishing with the Spear out still worked as intended).
  • Fixed Fishing after landscape time change not altering obtainable fish.
CONSERVATION FEEDBACK THREAD: https://forums.warframe.com/topic/1236093-deimos-arcana-conservation-changes-megathread/
  • *Necramechs (Bonewidow and Voidrig) now have a built-in vacuum!
  • Necralisk Fast Travel UI now displays the respective Token for each Entrati member.
  • Entrati Tokens you don’t have the required resources for will now appear greyed out in each Entrati member’s Token acquisition menu. Saving you from having to hover and view each Token individually to see if you have the resources needed.
  • Added “Mother Tokens” next to the Token icon itself in Mother’s ‘Reward Details’ screen.
  • Added “Requirements Met” category to the Necralisk vendors. Selecting this category will sort wares based on if you have the necessities to purchase it.
  • Added “Expiry” and “Tokens” filters to the Necralisk vendors.
    • “Expiry” sorts Tokens by remaining time until they expire. Tokens expiring sooner will be sorted at the top of the list.
    • “Tokens” sorts Tokens by the amount in one purchase. In other words, the higher the number of Tokens in a single purchase the higher it will appear in the list.
  • Added more idle Otak lines in the Necralisk when interacting with him.
  • Added another race node to the Cambion Drift Abyssal Skim race to lead the player better.
  • Increased the Deimos Juggernaut variants Affinity gain to 500.
    • This was done to be more consistent with the Deimos Saxum variants.
  • Made slight updates to Son’s skin textures and fixed neck seam issues.
  • Made slight revisions to Daughter’s textures to better match her head to her body.
  • Enemies in the Cambion Drift will now have a blue energy FX applied to their weapons when Vome is alive and wyrming around.
  • Added Deimos Leapers and Deimos Conservation animals to the Codex.
  • Made improvements to the enemy pathing in tight underground areas in the Cambion Drift.
  • Changed the number of Obelisks that appear in the Cambion Drift from 6 to 5.
    • With the introduction of the newest Bounties, we reviewed Obelisk spawn sites and saw that they were occupying vacant sites that we felt would be better used for new Bounty objectives! These sites were also difficult for enemies to maneuver and access, and they would often get stuck in the Obelisk shards.
Your Arsenal is about to get a whole lot more sticky with a slew of new Infested weapons!
Splatter enemies with a short-range stream of corrosive bile. Upon reload, toss the ammo bladder as a grenade. The emptier the pistol’s ammo bladder, the more potent its damage.
*Acquire the Blueprint for the Catabolyst from Bio Lab Research in the Dojo!
A version of the Mutalist Cernos Bow, each arrow spawns a swarm of sticky appendages on impact. These tongue-like probes latch onto nearby unfortunates and drag them close before bursting into a mess of diseased goo.
*Acquire the Blueprint for the Proboscis Cernos from the Market.
Take-hold of the malignant evolution of an ancient martial weapon with these Infested nunchaku. Pummel and infect with these two pulsating hunks of flesh connected by a ligament.
*Acquire the Blueprint for the Pulmonars from the Market.
This infested arm-cannon rapid-fires toxic terror on its enemies. Rain down a triple volley of explosive disease bladders from a distance, then move in for the kill by unloading a multi-shot barrage of toxic barbs with primary fire.
*Acquire the Blueprint for the Bubonico from Bio Lab Research in the Dojo!
This long-distance sniper rifle fires a razor-sharp, virus-soaked barb that continues to attack its host before violently erupting in a spore-laden mist. Scoped headshots increase lethality.
*Acquire the Blueprint and Components for the Sporothrix from the new Isolation Vault Bounties.
Slash through enemies with two leaves of the exceedingly rare Arum Spinosa plant. Heavy Attack to whip a flurry of toxic spines at ranged attackers.
*Acquire the Blueprint and Components for the Arum Spinosa from the new Isolation Vault Bounties.
New weapons have emerged from the seething horror of the Infestation, each bringing a fresh, living aspect to their power. Featuring the bile-loaded Catabolyst Pistol, Proboscis Cernos Bow, Pulmonars Nunchaku, and the devastating Bubonico arm cannon.
INFESTED WEAPON FEEDBACK THREAD: https://forums.warframe.com/topic/1236089-deimos-arcana-tenno-reinforcements-megathread/
Many of these changes focus on enhancing the unique gameplay options that a Glaive can offer. We’ll start simple with throwing mechanics, and work our way up:
Heavy Attack (aka Glaive detonation) will now do more damage, more consistently! Damage numbers have been increased, and the area-of-effect falloff has been removed, meaning max damage no matter what part of the explosion hits an enemy. This should help encourage use of Glaives’ unique detonation functionality; another option to compliment swinging and throwing the weapon, allowing for massive bursts of damage when needed.
“Hold throw” mechanics now apply in Equipped Melee mode! When we added the ability to wield a Glaive alongside any one-handed secondary, we introduced a new system for throwing Glaives that was quicker and more intuitive. This modern system for both ground and air throwing has been applied to pure melee mode, making Glaives consistent no matter how they are used.
In “Glaive + Gun” mode, players must use the melee key to detonate the Glaive while in flight. With only the Glaive in hand, the alt fire button is no longer reserved for your secondary weapon, which allows for added flexibility - press alt fire for a Heavy Attack detonation, or tap melee for a simple recall
Glaive throws can now be performed while sliding! Tap to perform a regular spin attack, or hold to throw. An added level of flexibility to the Glaive playstyle.
Throw melee inputs can be “queued up”, one after the other! Also known as “buffering”, this means if you are holding a melee input as the Glaive returns to your hand, you will start charging another throw as soon as possible. With this change, a smooth gameflow emerges: throw a Glaive, hold melee as it returns, catch, release, repeat.
Glaives can now be thrown multiple times in a single jump! Limitations to this type of throw have been removed to allow more chained throws.
With all of these improvements, Glaive throwing and detonating should become a more prominent and viable way to use these weapons. But we’re only getting started!
Another feature that makes Glaives stand out from other melee weapons, is their ability to be wielded alongside a one-handed secondary. This “Glaive + Gun” mode is also getting a couple upgrades:
Melee stance combos are now available in Glaive + Gun mode! Using a weapon combo will no longer restrict your melee options and movement, making Glaives even more deadly.
Glaive + Gun mode now utilizes melee auto blocking when not aiming or firing! This feature introduced in recent melee system updates will now also apply to the weapon combo mode, offering the benefits of actively equipped melee while still keeping your secondary at the ready.
With all these changes combined, we hope Glaive gameplay will feel more fluid, fun and unique. To encourage exploration of these new mechanics, we are also making changes to Glaive Modding options, improving old Mods and introducing new choices for players to try!
Glaive Mod Power Throw has been given respective buffs:
  • Increased Punch Through from 0.6 to 2m.
    • +2m Punch Through. On Consecutive Throw: +100% Throw Damage (up to maximum 3 stacks)
  • Added 60% projectile speed.
This Mod will now be great for players who embrace the “catch and release” playstyle introduced by the changes to melee input queueing.
We also have two new Mods to help modify your playstyle even further…
Volatile Rebound: 100% Chance to explode on Bounce (Disables Punch Through).
Volatile Quick Return: -4 Bounce. +100% Blast Radius. 100% chance to explode on Bounce (disables Punch Through).
Unlike a Heavy Attack, the explosions from these Mods do NOT consume your combo counter. Equip Volatile Rebound to inflict as much chaos as possible from a single throw, or Volatile Quick Return for rapid targeted strikes.
*Find the Volatile Rebound and Volatile Quick Return Mods from Cambion Drift Deimos enemies!
Below are some specific changes per weapon from the above changes:
  • Added guaranteed Toxin proc on Heavy Attack Detonation.
  • Increased Critical Damage from 2.2 to 2.3x of throw.
  • Reduced AoE fall off from 50% to 30%.
  • Added guaranteed Electricity proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.
  • Added guaranteed Impact proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.
Glaive Prime
  • Reduced AoE fall off from 50% to 40%.
  • Added guaranteed Impact proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.
  • Added guaranteed Impact proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.
  • Reduced Max self CC from Knocked Down to Stagger.
  • Added guaranteed Cold proc to Heavy Attack Detonation.
  • Reduced AoE fall off from 50% to 40%.
  • Quick Throws now perform the Hover Attack.
  • Added guaranteed Viral proc to Heavy Attack Detonation.
  • Reduced Max self CC from Knocked Down to Stagger.
  • Added guaranteed Electricity proc to Heavy Attack Detonation.
Wolf Sledge
  • Now uses the new Glaive hold melee to throw mechanics (no air throws at this time).
  • Wolf Sledge now explodes on impact when Thrown.
Glaive specific stat display changes:
  • Removed ‘Damage’ value from Heavy Attack since this value is no longer used.
  • ‘Radial Attack’ has been renamed to ‘Bounce Attack’.
    • This stat is only shown when the weapon is equipped with a mod that has the chance to explode on bounce qualifier (ie. the new Glaive mods Volatile Rebound and Volatile Quick Return!)
  • Added a stat for % chance to explode on bounce.
  • Added ‘Heavy Radial Attack’ stat to both Throw and Charge Throw categories.
GLAIVES FEEDBACK THREAD: https://forums.warframe.com/topic/1236096-deimos-arcana-glaive-changes-megathread/
We’ve been keeping tabs on the usual feedback channels to read and review your takes on Xaku in their updated form. We have been pleased to see that generally these changes have been enjoyed thus far, and that we’ve taken a step in the right direction. But as many have expressed, and to which we have found ourselves agreeing, our work is not done yet on this Community Warframe!
So here we are with a second round of changes based on the most standout and widely discussed points we saw strewn across the feedback hubs. Whether it's iterating on Round 1 or offering new insight on Xaku’s abilities, we thank you for sharing!
General Changes:
  • Xaku's "The Lost" ability description will now include descriptions of "Accuse", "Deny", and "Gaze" within it.
Xata’s Whisper (Void Status Effect):
  • Void damage’s Status Effect will now redirect projectiles to the body part it proc’d on.
    • How it will work: If you shoot at an enemy’s head with Xata’s Whisper enabled and proc, the bubble will redirect all projectiles to the head. If you shoot at the feet, it’ll be redirected to the feet, etc.! It is however possible that even if you proc on the head but then shoot at the lower part of the bubble it might hit the body on the way up to being redirected to the head.
    • This is a game wide change to Void Status Effect! Now that we have a Warframe that can harness Void damage at the click of a button, it has brought much focus to and discussion around its Status Effect. For those of you who are unfamiliar, in its current state it creates a bullet attractor bubble that directs all projectiles to the center of the enemy’s torso regardless of where it procs. Since Xata’s Whisper applies Void damage to all of their weapons, it was increasingly noticeable to Xaku players that the bubble’s current redirecting position prevents any attempt at enemy headshots until its duration expires. This is one of the main reasons for this change. Headshot disruption ultimately limits your damage output by removing the opportunity for headshot multipliers while it is active. Now, you will be able to use your headshotting skills to greater benefit, while also having generally more options to focus projectiles where desired. Note that regardless of where the Status Effect occurs, it will continue to prevent enemies from being able to shoot at you without having their projectiles redirected back to the center of the bubble.
Grasp of Lohk:
  • Re-casting will now steal weapons up to the max number of affected targets.
    • How it will work: You will be able to re-cast up to the max number of targets that you can steal from. In other words, you can add to the current batch of weapons. For example, if your max target is set to 6, and you have 3 weapons active, Grasp of Lohk can be re-cast to “top up” to the remaining 3 weapon allowance. Newly grabbed weapons from re-casts will have independent durations from the previous batch - similar to Protea’s Blaze Artillery.
    • We made re-casting available in Round 1 and set it up to replace the entire current active batch of weapons. Our original reasoning was that this allowed for a ‘fresh’ cast to be made if an undesirable pull occurred. But what makes far more sense is to follow the precedent set by Nekros’ Shadows of the Dead. So now you can maintain your current floating auto-cannon sidekicks and re-cast to refill or top up to the max on command. This will give far more control in maintaining the max number of active weapons you can have at once.
submitted by CephalonAhmes to Warframe


First Contact - Third Wave - Chapter 352 (Girlz Und Lankyz)

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The day was warm, with warm breezes coming in from the coast. The sky was a smooth and comfortable amber, the three moons silently moving across the sky. The bluish grass was waist high on the tallest of the dozen young female humans walking to the top of the hill, the youngest only visible by the top of her head appearing and disappearing in the grass.
The tallest got to the top of the hill and made a motion.
The other girls vanished into the grass.
She lifted up a pair of macro-binoculars, scanning below her.
The spaceships were all damaged. Some were little more than carbonized wreckage, others had only been 'slightly' damaged by being broken in half or their wings snapped off or one end smashed into junk. The plascrete tarmac was pocked and pitted with craters. The terminal windows were all shattered, the control towers had collapsed and burned. Ground cars and hovercars were scattered around, all of them damaged to one degree or another.
She knelt down so she was barely visible, scanning around the spaceport.
The city was heavily damaged. Burned ground cars, crashed hover-vehicles all littered the streets, the parking lots, and smashed into the buildings. Plas-sheets stirred around in the wind, windows were broken open, some buildings had burned, and most of the skyscrapers had collapsed.
The decayed remains of people and invaders were scattered around.
She focused the macro-binoculars on one body, unsure if it was the shadows or a trick of the light.
It was a man in business apparel, missing both legs. As the girl, and she was a young teenage girl, watched the figure lifted itself up and gave a wordless cry of hunger that the girl couldn't hear. The side of his face was charred from a plasma hit, his teeth crooked, his skin yellowish. Blackish fluid leaked from his nose and mouth.
The man collapsed back down on the ground, face first, going still.
"Deaders," the girl said softly.
"Stupid deaders," a girl said. She was dressed in rough homespun pants, a rough shirt, and wearing two different boots. Her hair was held back by a bandanna from her forehead and woven into a braid down her back.
"How many?" a third girl asked. She had on pants, a vest, a backpack, a hat, boots, and a belt-pack pulled around to the front. As she spoke she undid the pressure seal on the belt-pack and opened the pack.
"Not sure. Only see one right now," the tallest girl said. "Wait, I see another one. Stuck under a car. Looks like most of them didn't survive the winter."
The third girl opened the pack far enough for several small doll-like figures to emerge, wings on their back buzzing. They circled her as she sealed the pack again.
"See more deaders than people lately," the bandanna girl said. She looked over at the girl surrounded by the dozen or so little dolls. "How's their charge?"
"OK," the girl said. "I'll send them out to scout the starport."
"Make sure they stay away from Lankys and people. We don't have many left," the oldest girl said.
The one with the pack nodded as the smallest walked up. She had on boots with plas-sheets crumpled up and stuffed inside. "People all gone. Just us and deaders," a young girl said, pulling her thumb out of her mouth. She went back to sucking her thumb, holding onto a leash with her other hand.
"Think there's a working ant hive down there?" another girl asked. She was holding a Great Herd plasma pistol in one hand, the side open with wires sticking out of it.
"Think so. Lots of custom template shops, looks like some vehicle repair shops, plus the starships," the tall girl said. "We might be able to find supplies."
"Well, if it goes sideways, we got Mister Beepy," another girl said, jerking her thumb toward the girl who was sucking her thumb and staring at the grass around her. The thumb sucker nodded.
"All right. Let's go. Keep your eyes open, we don't want to get pushed against the wall like we did in Kumbah Bay," the tall one said. She stood up again, shading her eyes and squinting. "At least this city has power."
"For now," one of the girls grunted, smacking her hands together to knock the dirt off. She stood up, wincing, and limped after the leader.
The girls got up and started down the hill, angling toward the spaceport.
"Just another day," the tallest one said.
"In Paradise," the others answered back.
The girls spent the day skirting the spaceport, looking down the streets and broken mag-lev tracks for any sign of a threat. When dark came they backed off, climbing inside a cargo truck and shutting the door. The one with the pack gave a sharp whistle and let the little winged fairies return to the pack.
"All of them come back?" the oldest asked.
The girl nodded. She tapped the dataslate hanging from a thong on her belt. "It'll take a while to see what they found. The 'slate's slow."
The eldest girl just nodded.
The one with a limp sat down, leaning against a crate marked 'SUPERSTRING COMPRESSOR BUFFER SPRING SHOCK CLAMPS", and reached into her pocket. She pulled out a small case with the words "Warm Aura Holistic Medical Center' on it. She popped it open, revealing it was half full of quick-poke syringes. She tugged one out, put it in her mouth, and pulled out another.
"Two tonight?" the eldest asked.
The one with the limp nodded, snapping the case closed and putting it back in her pocket. She stripped the caps off each, injecting them into the crook of her elbow, then leaned back, sighing.
"You need to eat, Mimi," the eldest said.
"Leave me alone, Didi. My leg hurts," the girl, Mimi, said, closing her eyes. "I got shot, remember?"
"You can eat or I'll beat you up," Didi said, crossing her arms. "Or I'll stomp on your leg again."
Mimi sighed and looked over to where the thumb sucker was kneeling, a small nutri-forge held tight between her knees. She was pouring water into it.
"I'm tired of forge food," she said. She shuddered and her pupils dialated. "Oh, that's the stuff," she gave a long sigh, her eyelids heavy. "At least Neenee isn't peeing in it so we can eat."
"We were hungry," the thumbsucker snapped, her eyes hard. "You weren't helping, just getting high all the time."
"I got shot," the girl said softly, her head lolling to the side. "Ooh, that's better."
"She's not going to eat," the one with the bandana said, wrinkling her nose.
"Let her sleep," Didi said, looking at the one with the pack. "Do the night fairies still work, Cindi?"
The girl with the pack shook her head. "No. They're still tired. I think the battery is almost dead."
Didi sighed. "All right. Neenee, put Mister Beepy on watch. We'll eat and get some rest."
Neenee pulled her thumb out of her mouth and nodded, climbing out of the back of the cargo lifter.
The little nutri-forge put out small breakfasts, it's internal clock off. The girls ate, then all huddled up, sharing two tattered emergency blankets. They all curled up together in, one of the middle sized ones staying awake, and went to sleep. One by one they woke each other up to stand guard.
When morning came they gathered around the small nutri-forge, attaching a new battery with a faded and scraped case to it. The holographic interface seemed worn and tired as they each ordered up something for breakfast from the lunch menu, since the nano-forges clock was out of synch with the actual time.
Once they had eaten, they peeked outside the truck, then quickly moved from the truck to the grass and vegetation that had sprung up around the ruined suburb that had grown up around the starport. The buildings were flattened, overgrown by grass and shrubs in the time since The End had come.
The littlest girl took her thumb out of her mouth and gave a sharp whistle, shaking a leash. Her pet ran up, frolicking in the morning sun, and waited until she put the leash on it. It obediently followed her into the grass, happy to see her again. The solar collectors on the side were dusty and she took the time to wipe them off.
The sun was high in the sky when the oldest two ran out of the grass, running up to the fence. The younger of the two pulled a hand held plasma cutter out of her pocket, the case marked with the symbol of the Great Herd, and used it to slice an opening through the chain-link fence.
They ran back and hid in the grass.
After a period of time they slowly moved out of the grass, in a cluster where they kept bumping into each other and staggering. It was a strange way to move, as if their joints weren't quite put together right. The oldest held open the chain link fence while the others moved through.
Mister Beepy went last and the oldest one, Didi, reached down and scratched him lightly before waving him through. Mister Beepy beeped happily and hurried to catch up the youngest girl, who held the retractable leash in the hand that wasn't attached to her mouth.
They moved in the weird clustered group, starting to make 'urrr' and 'rawr' noises at odd times, until they reached one of the starships that the engines had been smashed and burned. The one with the fairies, Cindi, opened her pack and the fairies swirled around for a moment before swooping into the wreck.
"They're getting tired, Didi," Cindi said sadly.
"I'm just glad they've lasted as long as they have," Didi said. "We're lucky we found the Hidenseekinbells in that shop."
Cindi nodded. They all huddled up, watching, until the fairies came back. Cindi lifted up the dataslate, watching it slowly go through the data. The little robots were designed to look for children, map rooms, play games, and find things.
They also rarely lasted longer than a few months.
"No power," Cindi said sadly.
"I don't wanna go in a dark ship," one of the girls said quietly.
"We aren't gonna," Didi said. "Let's move on. Keep an eye out for any deaders waking up."
The group moved from ship to ship, the fairies searching inside each time.
On the sixth check Cindi looked up. "This one had power."
"All right. Cindi will give everyone a map. We'll split up in groups of two. Neenee, you stay out here with Mister Beepy," she said.
Mister Beepy barked happily.
The girls moved into the starship, which looked scorched, dented, and battered.
Didi was trying to open the door marked "Galley" when she heard it. The low curious moan of a deader that had seen movement or heard a sound that it hadn't heard before.
Amee put one finger to her lips, her eyes hidden by her mirrorshades, holding up a Confederate Army magac pistol. Her wrists were braced with medical braces that were drawn on with colored markers.
The deader, a crewman in a jumpsuit, staggered around the corner. Amee lowered the pistol, leveling it with the deader's chest, and checked her ammo counter.
She stuck her tongue out and held it between her teeth and pressed the firing stud.
The entire upper half of the deader exploded into mist, the legs standing up for a moment before folding up and landing on the floor.
The two girls listened closely for any other movement as Amee waved the pistol around, letting the overheated mag-coils cool. The heat shroud around the pistol's barrel smoked, thick black smoke, for a few moments.
"Should be OK," Didi said. She checked her own pistol, a Lanky stun-gun she'd hotwired. It had half a charge and she had one more charge brick in her pocket. She opened the door slowly, looking in.
There were only tables and benches and chairs, all scattered around. The lights popped and hissed, flashing on and off.
"Look, food forge," Amee said.
"I see it. Watch my butt," Didi said. She moved into the room, keeping to the side, watching the corners, watching any openings. She reached the food-forge and pressed her thumb against the menu.
The food forge pinged and the menu popped up.
"Mass tanks are at 90%," Didi said, sagging slightly in relief. "We can eat something besides snacks."
She turned and looked around. "Let's find the others. We'll sweep the ship, turn on the power, and barricade the airlock. Tomorrow we'll search the concourse."
Amee nodded, looking around. Her mirrorshades let her see as if it was daytime.
A half hour later found them at the airlock. Didi did a quick count and sighed.
"Where's Mimi?" she asked. She looked at Hawnee. "You were with her."
"She said she was going to stay on the bridge. It has power," Hawnee said. The lights buzzed and flickered.
"She's probably stoned," one of the girls said.
"Go out and tell Neenee we're going to stay in her tonight and Mister Beepy can come in. We'll plug him in and get his charge back up," Didi said. She oriented herself, checking the map the fairies had made that she had stored in her datalink.
She moved carefully, keeping an eye on the doors and other corridors.
The ship had been searched, but it wouldn't be the first time a deader had come shambling out of the darkness and killed someone even after the area had been searched.
Mimi was sitting slumped in the Captain's chair, her legs straight out. The medpack had fallen off the arm of the chair, spilling the stickers onto the floor. Mimi was breathing slow and steady, her face pale, dark circles around her eyes.
There were three stickers in her lap, empty, and the crook of her elbow was slightly swollen.
Didi put her hand on her shooter, wrapping her long fingers with chipped nails around the butt as she stared at Mimi. Her face hardened and she started to draw the pistol from the holster.
"Is she stoned again?" Winni asked from the hatchway.
Didi let go of the pistol, turning around and shaking her head. "Blasted."
"She's going to overdose, Didi," Winni said. "We'll wake up and she'll have taken a bite out of someone's butt," the eleven year old looked at Didi, her face serious. "You know it, I know it, everyone knows it."
Mimi shifted on the chair slowly and passed gas, not opening her eyes. At least Didi hoped the other girl had just farted. A few times in the last month she'd actually fudged her panties and had been stoned enough she'd just sat in them.
"We'll worry about that when it happens," Didi said. She started walking out, Winni following her.
"You could have shot her, I wouldn't have said anything," Winni said softly.
The thought didn't horrify Didi like it would have a year ago.
"Never mind. Let's get some rest. I want to finish searching the ships by lunch tomorrow."
Didi walked out of the destroyed freighter. The mass tanks were almost full, in contrast to the mass tanks on the tramp steamer they were hiding in. The tanks on their home were still attached to the hoses they had been using to refill, the other end of the hoses melted and torn from where they had been attached to a refueling truck that had been destroyed.
Neenee was playing with Mister Beepy, throwing a large stick that the robot ran over and picked up then trotted back with.
Pauli moved over next to Didi. "You know, the House might still be spaceworthy," she said. She was twisting the mag-coils on the end of her pistol's barrel, a habit she'd gotten into months ago.
"I know," Didi said. She shaded her eyes, watching Neenee throw the stick again. "Dammit."
"What?" Pauli asked, looking. "She's watching out. See, she saw us."
"I told Mimi to stay with her," Didi said. She sighed. "Come on, it wasn't that hard of a job."
"Neenee and Mimi don't like each other," Pauli reminded Didi unnecessarily.
"I don't care. I told them to stay together," Didi said. She hurried across the plascrete.
A buzzing sound started, getting closer.
All of the girls ran for cover, hiding, crouched down and looking up at the sky.
A drone, the sound baffling long ago ruined, wobbled in the air. The buzzing noise quit and it leveled out.
Didi lifted up her macro-binoculars, staring at the drone.
"Grownups?" Pauli asked, fiddling with the mag-coils on her pistol.
"No. Lanky," Didi said.
The drone shimmered as the camo-system came back on.
"I thought all the Lankys were dead," Pauli said. She lifted up her pistol, staring at where the drone had been. "I see it."
"Take it out. Hopefully they haven't seen much," Didi said. She sighed. "I don't want to leave."
"I want off this planet," Pauli said. She exhaled, relaxed, and tapped the trigger.
The plasma pistol shrieked, the magnetic stabilization coils sparking and screaming. The plasma bolt hit the drone, exploding in a blaze of white and yellow. Pieces of the drone fell from the sky as Pauli blew on the smoking coils.
"They know we're here now," Didi said. She started walking to where Neenee was sitting next to Mister Beepy, petting his long nose. She stopped next to Neenee, who looked up, sucking her thumb.
"How's Mister Beepy?" Didi asked, crouching down.
"Tired," Neenee said, pulling her thumb from her mouth. "He feels better now that we played."
"We might have Lankys here soon," Didi said. She reached out and brushed Neenee's hair away from the girl's datalink.
The case was missing, exposing the electronics.
"How about my Neenee, how is she?" Didi asked.
Neenee smiled. "I'm OK. I want to leave."
"I know, sweetie, I want to leave too," Didi said.
"When we leave, can I get a new Mommy and Daddy?" Neenee asked, her blue eyes wide.
Didi swallowed at the sight that one of the girl's cybereyes was cracked.
"Yes, Neenee. When we're safe, I'll make sure you get a new mommy and daddy," Didi promised, part of her feeling like it was a lie.
They were never going to get off the planet.
Didi leaned down and kissed Neenee's head. "If the Lankys come, can you and Mister Beepy handle it?"
Neenee nodded, sticking her thumb back into her mouth.
Unseen by either girl, up the tail of the tramp hauler, a light blinked steadily.
The Lanaktallan APC had seen better days. The plasteel was scraped, discolored, battered, and poorly patched. The graviton pods were howling, two of them blowing sparks everywhere. It crashed through the fence, heading straight for the tramp hauler. One side was opened, showing a half dozen Lanaktallan troops in mismatched armor, all carrying plasma rifles.
It had just passed the collapsed control tower when the driver saw it out of the corner of his eye.
It was a four legged robot, crouched down, a robotic dog head wired sloppily to the frame. It had fake fur, taken from stuffed animals, wrapped around the robotic parts. There was a tiny human girl, a thick datacable running from her temple to the back of the robot, her hands wrapped around the handles on the back and her feet braced against the back legs of the robot.
Mister Beepy went from fast beeps to a steady tone and gave two sharp barks. Neenee bit down on the piece of plastic in her mouth and pressed her little thumbs, one still wet with slobber, on the buttefly plate at the back of Mister Beepy.
The whole robotic frame shuddered as the robot dog head mounted on the top began barking wildly, the synthetic tongue lolling out with excitement.
The driver of the Lanaktallan APC had only a second to realize he'd been ambushed before Neenee hit the trigger.
30mm armor defeating mass reactive anti-matter shells with a battlesteel jacket slammed into the APC, ripping open the entire armored side, blowing through the Lanaktallan inside, and exploding out the other side as Neenee raked the armored vehicle with a long practiced maneuver.
She let off the trigger as the APC heeled over to the side and landed on one side, flames crackling from the gutted armored vehicle.
Neenee sighed and leaned forward, resting her head against the back of the weapon.
"I love you, Mister Beepy," she whispered, petting the warm side of the heavy weapon mobile assault smartgun platform.
The dog's head barked happily.
Didi looked out, then ran to Neenee, kneeling down next to the little girl, who had her eyes closed and was sucking her thumb. Didi wrinkled her nose at the smell of burnt hair, brushing it away from the datalink.
The skin around it was red and blistered and the telltale pinlights inside were all red and amber.
"Are you OK, Neenee?" Didi asked gently, pulling the cable from the side of the girl's head.
Mister Beepy barked and the gun made clacking noises at it went into standby mode. The robotic dog's head took over for the dead smartgun circuitry and the gun lifted up on all fours and danced a little jig as the fins extended from the nanoforge slowly lowered as they cooled.
"I'm OK," Neenee said around her thumb. Her eyes were closed. "Sleepy."
"I know, sweetie," Didi said. She looked around and carried Neenee back into the ship. She looked at Mimi. "You and Cindi keep watch."
Mimi sighed and stood up, her knee buckling. "Fine."
Cindi opened the pouch and let a handful of little fairies flutter out.
Didi carried Neenee into the ship, carrying her to one of the berths.
She laid the little girl down, brushing her hair out of her eyes. Mister Beepy carefully stepped around the debris that the girls hadn't moved out of the way, his robotic legs/outriggers whining as the servos kicked in.
Didi took a rag out of her pocket, brushing Neenee's hair out of the way. She dabbed at the pink fluid that had run from the girl's ear beneath her datalink. Didi could see that the muscle tremors had already started. Small, tiny spasms of different muscles indicating petit-mal seizures.
Didi knew that Neenee would wet the bed.
Once she was sure that the little girl was fully asleep she got up, scratched Mister Beepy's head, and walked out. She moved over by Cindi, who was sitting just inside the ship.
"Where's Mimi?" Didi asked.
"She went to the bathroom. She probably already stickied up," Cindi said. Her voice was cold. "She probably fudge packed her panties already." She looked up at Didi. "She's going to get someone killed, Didi."
"Let me worry about your sister," Didi said. "Are you going to be able to convince any of the night fairies to keep watch tonight?"
Cindi nodded. "Sparkle Bell said she would," Cindi looked sad. "I think it's going to be the last thing she'll do," she looked up. "Can we bury her?"
Didi nodded, not surprised that the younger girl was asking to bury an animatronic doll after all the death and carnage of real people she had seen.
Sparkle Bell was an expensive toy. An advanced virtual intelligence that could play games, learn, react to a child, and even keep watch over a child and alert parents to any risks or danger. Like many expensive toys, she required maintenance that she could no longer get.
Which is why she was tired.
She laid on a seam of the hull plates on the starship, her legs straight behind her, her iridescent wings moving slowly, one arm under her head, one arm hanging down. Her outfit was tattered and torn but still sparkled in the moonlight.
Sparkle Bell listened to the song the light above her was playing. It was a new song, it repeated itself, but it was still a new song. She closed her eyes, listened to the song, then opened her eyes again.
She saw three shapes moving toward the hatch. She squinted and the blurry shapes rezzed for a moment before turning into three Lanaktallan in black armor, carrying weapons, slowly creeping up on the open hatch.
Sparkle Bell twitched her nose twice to the sound of a tinkling little bell. Her transmitter spun up, sent the message, and shorted out.
The synthetic nu-flesh on her stomach blackened and split as she closed her eyes, the casing on her high capacity battery cracked and the capacitance gel oozed out.
She sighed, smiled, and closed her eyes.
Inside the ship Didi looked at Cindi, who was nodding. Didi looked at what was in her hand and sighed. It was her last one and she'd been shepherding it for weeks.
Now she was glad she had it, but part of her was loathe to use it.
She pulled the pin and waited.
Cindi and Amee both watched down the sights of their pistols at the bottom of the airlock hatch.
A Lanaktallan helmet lifted up.
Both girls pulled the trigger. Amee's pistol screamed, Cindi's pistol thwacked.
The Lanaktallan's head exploded and it fell out of sight.
Didi tossed the implosion grenade out the hatch.
A Lanaktallan screamed, a loud whinnying noise.
The implogren went off with a sucking sound as Amee and Cindi blew on the barrels of their pistols to cool the coils.
Cindi dug another night fairy, that yawned and stretched, and let it fly outside.
Didi leaned back, staring out at the darkness.
The only light from the ship was on the tail section, burning steadily in the darkness.
"Give me one," Cindi commanded, pointing at the box in Mimi's lap.
"No. I'm almost out," Mimi answered.
"You took the stickies from the medbay. Give me one," Cindi said.
"No," Mimi said, backing up, putting her hand over her pocket. "I need them."
"I got shot," both girls said at the same time.
"Neenee needs one. She's really bad," Cindi said.
"I need them," Mimi said.
Cindi slowly drew her pistol. "Give me one."
Mimi shook her head, laughing. "No. You won't shoot me, I'm your sister."
Mimi turned around, walking away. Cindi noticed she had a brown streak on the back of her pants.
"Do you remember what happened to Mommy and Daddy?" Cindi said.
"The deaders got them," Mimi said. She pushed up her sleeve, walking toward the comfortable chair.
"After you shut the door on them," Cindi said softly. "They could have gotten inside, but you let Mommy and Daddy and Tiki get eaten."
"Whatever," Mimi said. "You're just a stupid baby. Go someplace and cry over your toys."
Cindi leveled her pistol at her sister's back, biting her tongue.
Didi put her hand on the barrel of the pistol, pushing it down. When Cindi looked up, Didi shook her head.
Snarling, Cindi followed Didi out of the room.
Mimi put one sticker in her mouth, jabbed the other one on the inside of her elbow.
What does she know, she's just a stupid baby who cries over toys, Mimi thought as she took the second one out of her mouth and popped the cap free.
The meds were cool as they raced up her arm.
"How many?" Didi asked, sighing.
"Thirty, maybe more. They've got another clanky," Cindi said. "A big one, with a big gun on the front and treads."
"A tank," Didi sighed. "Stupid Lankys."
"Me and Mister Beepy will help," Neenee said. She started to stand up, lost her balance, and fell on the floor. She made a small noise of frustration and pushed herself up. "I can help."
Didi shook her head. "You can't even walk, Neenee," she said.
Cindi looked at her datapad. "They're sneaking through the concourse. Even Mister Beepy can see them."
Neenee scrambled on all fours toward the exit. Didi gave a sharp cry and hurried after her, grabbing one foot and pulling her back.
"I'll carry you," Didi said.
"Stay with me?" Neenee asked.
Didi nodded, carrying the smaller girl to the open cargo hatch. Mister Beepy sat underneath a cargo net. The sun was bright outside as Didi set Neenee down behind the damaged autonomous smartgun. Mister Beepy's dog's head barked happily.
"I'm sorry," Didi said, taking the data cable that normally should have been plugged into a console and plugging it into the socket on the side of the little girl's head.
"It's OK," Neenee said. She braced her feet against the rear legs that were acting as outriggers. She wrapped her hands around the handles.
Didi could see the data reflected in the pupil of Neenee's working cybereye.
"Lanaktallan medium tank, one-hundred fifteen tons, point seven five meters of solid battlesteel armor, nine kilowatt battlescreen, one hundred five millimeter plasma cannon," Neenee said, her voice distant and almost confused.
Mister Beepy barked.
"Thirty light infantry, small arms and non-powered armor," Neenee said.
Didi knelt down next to the girl and stroked her hair. She could smell scorched hair and frying electronics. A little wisp of blue smoke eeked out of the exposed circuitry of the little girl's datalink.
It's a baby's datalink, not an adult's, Didi thought to herself for the thousandth time since it had all started.
The heavy 30mm autocannon started beeping as it went through a function check, cleared, loaded the chamber and fired up the nanoforge.
"ALL CLEAR!" Neenee yelled through Mister Beepy's dog head.
She pressed her little thumbs against the trigger.
The crew served weapon roared, putting out cannon rounds that blew apart the far wall of the concourse, two small aircars, and slammed into the tank. The mass reactive antimatter shells blew craters in the Lanaktallan tank's armor, eating through it like a spray of warm water through snow.
The tank exploded.
Neenee began turning the weapon when she gave a gargling cry, her back arching, her limbs shaking as her feet kicked. She landed on her side, her arms curled, her legs straight out, and she rocked slightly side to side.
Didi yanked the datacable free from the girl's temple and pulled her aside.
Outside, the Lanaktallan charged.
They hadn't known the ship worked.
That there was a working ship anywhere on the planet.
Like the girls, they wanted to go home.
Plasma rounds screamed across the tarmac, crisscrossing as each side fired. Three mag-ac weapons (two pistols and a submachine gun) fired. A jacked up crosswired neural pistol added to the fray.
Mister Beepy barked at the Lanaktallan as they manuevered across the parking lot, the girls getting frustrated as the Lanaktallan quickly galloped back and forth to cover.
Slowly but surely the girl's fire lessened as they ran out of ammo.
Desperate, Didi picked up the datacable and plugged it into her temple.
ANTI-THEFT LOCKOUT appeared just like it had, the dog's head that was providing the RAM and sensors for the smartgun to even operate refusing to recognize anyone but Neenee, who'd gotten it for her birthday the day everything had fallen apart.
"No, no, no, please work," Didi said, pulling the datacable from her head and grabbing the handles. She pressed the trigger.
Nothing happened.
The Lanaktallan started to move forward, fifteen of them marching forward.
This is it. There's no where left to run, Didi thought.
A scream sounded, at first making Didi think one of the girls was screaming. She realized it was coming from outside right before there was the roar of afterburners.
The dropship was heavily armored, its weapons firing. The Lanaktallan tried to flee but the heavy guns on the sides of the dropship cut them down. The dropship settled in place, summoned by the emergency beacon on the tail of the ship.
One of the troop doors opened and a figure was standing in the door. Red marked shirt, black pants, crossed straps on the chest and a heavy rifle in their hands.
A human figure.
Didi pulled Neenee into her arms, holding the smaller girl who was limp but still breathing, and rocked back and forth, weeping with relief as the humans ran forward.
Stardate 8535.215
Enroute to Starbase 19 my Uhuru picked up a distress beacon from one of the earliest attacked Harmonous Cluster worlds. On a hunch I ordered the ship to head for the beacon at Warp-8, arriving within 72 hours.
Scans showed a group of humans taking cover in a damaged freighter facing off against a Lanaktallan strike force. I ordered Riker to escort a security away team to rescue the humans and take one of the Jonestown Class Dropships with him cleared for action.
Once the Lanaktallan were dealt with, my Riker exited the dropship to check on the survivors.
The survivors turned out to be a group of sixteen adolescent and prepubescent girls, all in various stages of health. They were initially leery, but quickly agreed to accompany my Riker back to the Dakota. My Troi had made an excellent suggestion in sending my Riker, his personal charisma was soothing to the girls, all of whom are suffering from extensive deprivation.
Once aboard the ship I had a medical team standing by. I still choose to use dropships and combat shuttles rather than mat-trans. My McCoy immediately took charge, my Nurse Chapel assisting him.
My McCoy has stated that they are all suffering from malnutrition, PTSD, with one case of heavy painkiller addiction and another with bad neural scorching from running a modified smartgun via neural link rather than computerized control.
Talk about last second rescues.
We are currently making for Starbase 19 and should arrive in the next 48 hours.
Admiral Jeff Picark 8873
Addendum: In our cargo hold is a Mark 381 30mm Autonomous Autocannon Smart Gun System attached to a robotic canine companion.
It's name is Mister Beepy.
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submitted by Ralts_Bloodthorne to HFY