“If we don’t know what causes an Emergence event, how can we stop them?” That is the question that’s undoubtedly on your mind right now. Dear reader, outside of the reality-warping powers that some Green Magical Girls have, there is no way to stop an Emergence from happening. But if you know your enemy, you can manage them better.
The following lists the most commonly-seen Emergence machines; what they look like; how they’re programmed to behave; and how best to avoid being killed by them. Type names are by the order they were encountered during First Emergence and in previous Emergences, not for threat level. This digital guide will be updated as more information becomes available.
Generalized Emergence Patterns
An initial Emergence event begins with a few dozen machines appearing in a generally-open area. Typically, these include a Type Twenty-One or Type Three at their core, a handful of Type Fours to hunt, and a dozen or more Type Ones to start learning about where they are. From there, there are several branching paths an Emergence event can take.
If cored by a Type Three, the Emergence will spread mostly randomly as Type Ones find prey. The Type Three will slowly use gathered resources to build more Type Ones and Fours and additional Type Threes as resources flow in. Given time, these Emergences can become a major threat, but they’re easy to escape from by fleeing or sheltering up.
A Type Twenty-One Emergence follows two different patterns. If resistance is low, it will quickly produce Type Fours and Type Seventeens to hunt prey and Type Nines to gather resources. Sheltering in an approved secure location is the best strategy. If there’s resistance nearby or it feels threatened, you’ll see more Type Fours, Type Sixes, and Type Twenty-Eights. In the latter case, leaving is your best bet if you’re in the area. Once it starts expanding, the Emergence will become very dangerous very quickly.
By forty-eight hours, more significant concentrations of Class Three and Class Four machines will replace the initial Emergence. At this point, anyone outside a shelter is in grave danger and should be leaving or finding shelter. Generally, an area is considered inhospitable to all but Magical Girl strike teams after this time.
CLASS ONE
Do you have a rifle at home? If so, you have a fair chance against the smallest, least aggressive, and least dangerous Emergence machines. Even with a sharp pole, killing these is possible. They feature less redundancy for protection and less complex programming and generally do one job during an event.
Type One: If it’s the size of a big dog or wolf, with six spiked legs and a long neck, you’re on the fringes of an early Emergence. The Type One is usually a scout, and if you’re carrying a weapon, even a metal-tipped spear, you can probably kill one. If you can’t kill it, a wooden door will stop it in its tracks, but if you break its search, it’ll find something bigger or more tenacious to hunt you instead.
Type Nine: These crab-like machines are a bad sign - if they’re around, the Emergence event is shifting into resource gathering. They’re low-threat and low-armor, so any weapon you have will likely be effective. Look for the low-slung, round body and the dozen tiny legs with two stubby arms for lifting.
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CLASS TWO
Are you a trained soldier? Do you have body armor and a high-penetration or repeating explosive weapon? If not, your primary defense against a Class Two Emergence machine is to run - or not be seen in the first place. These are the workhorses of an Emergence - there are many of them after the first twelve hours, so you’ll need to learn about them.
Type Four: A four-tentacled, Mack-plate-covered squid, the Type Four is a hunter/killer. They’re the first Class Two in most Emergences. Watch the four spikes; be aware that they’re strong enough to punch through wooden doors, thin metal sheets, and drywall. They’re also fast. If you’re attacked, try to damage a tentacle to slow it down. Then, run!
Type Six: The Type Six is usually seen wherever larger, more resource-intensive machines are. Its small body resembles a rocket, with two metal wings for steering surfaces. Don’t bother trying to kill them; they’re fast, they’re maneuverable, and there’s always a couple more. Just run and get cover, so they don’t explode near you.
Type Thirteen: Little more than a mobile sensor array, Type Thirteens are one of the most dangerous machines to stumble on unprepared. If you’re caught out by one, expect Class One and Two machines in your area quickly. Try to destroy these from a distance and behind cover - and have an escape route picked. Or better yet, just avoid them.
Type Seventeen: Though not much tougher than a Type One, the Type Seventeen is one of the most deadly machines to stumble upon alone. With eight legs equipped with both gripping claws and suction devices, it can scale walls and ceilings. Its other four limbs each feature a sensor eye and spike, allowing it to quickly and accurately strike. Worse, some variants can mimic their backgrounds. Check your surroundings and be alert.
Type Twenty-Eight: A slow-moving, lightly-armored, weevil-shaped Mack, the Type Twenty-Eight is a ranged assault unit. Its rate of fire is comparable to a bolt-action rifle rather than a machine gun. However, its power and accuracy make it a threat against Magical Girls, not just civilians and security forces, especially in groups.
CLASS THREE
If you don’t own an armored vehicle, helicopter, or tank, you shouldn’t even consider taking a Class Three. These fall into two main categories. First, highly specialized machines that are the best in their class or below at what they do. And Second, generalist machines that are core to any long-term Emergence.
Type Eighteen: The battering ram of an Emergence, the Type Eighteen only starts appearing when Advent-tech supplements human defenses. A massive hulk with segmented armor, the Type Eighteen is a rare Class Three in that small arms fire can do a surprising amount of damage. Its real power is in its weapons - siege cannons that can reduce magitech steel structures to rubble.
Type Twenty-One: With six massive, armored limbs up front and dozens of legs propelling its enormous body, you’d be forgiven for thinking it was a combat machine. While it can hold its own, its main strength is ‘gating’ in new Class One and Two machines. Left unchecked, it can produce dozens or hundreds of them and acts as a mobile Emergence zone.
CLASS FOUR
These battalion-ending, city-wrecking threats are reasons to stop following your Emergence plan and just run. Capable of wrecking a main battle tank in one salvo or swing, with armor able to shrug off armor-piercing shells, Class Four machines should only be approached by Magical Girl strike teams. If a team like that is on the way, run faster.
Type Thirty-Two: First seen in the Battle of Chicago, these macks abandon speed for crab-like stability. Six treads on thick, short legs hold up a central body the size of several semi-trucks. The Type Thirty-Two’s two massive arms can crush through most buildings and scoop their entire contents into a maw-like mouth while its Mack-plate body bristles with Type Nine guns. Do not engage as a civilian or security officer.