RVR-39 Apharmd B

**Apharmd Battler** (codename **RVR-39**) is a controllable Virtuaroid in VOOT. Along with Apharmd S and Apharmd
 C, he belongs to the Apharmd series of VRs. He is the undisputed master
 of Close Combat (melee), possessing extreme swiftness and powerful
attacks at close range. His weak long-range weaponry though makes him
less of a threat outside this range.

## Story

When the mega-corporation known as D.N. Corp. split into two following
 the end of Operation Moongate, the breakaway faction later to be known
as R.N.A. adopted the Apharmd model to counter the D.N. Corp's (later
renamed D.N.A.) Temjin. At that time, R.N.A's other forces were
constituted of the rapidly outclassed Viper II line, whatever other
aging first-generation Virtuaroids they could get their hands on, and
nothing else; in response, they split the Apharmd line into three
distinct variants, namely the Aph. B, C and S variants.

The Battler variant is the closest to the original, bearing the
same iconic beam tonfas that made the Apharmd the most feared
close-combat Virtuaroid to roam the battlefield. With second-generation
technology, the Aph. B can even attack with kicks and punches with
blinding speed. The original Apharmd's shotgun however has been changed
to a pair of beam submachineguns for better accuracy at mid-range, if
somewhat lacking in power, and the somewhat-powerful phalanx bomb is the
 standard grenade of all three Apharmd types. All manner of devastating
close-combat attacks are the forte of the Aph. B, and pilots are strongly advised
 to keep on their toes and be ready to take any advantage thrown their
way when facing this melee-range demolisher.

## Gameplay

### Left Weapon

Apharmd B's left weapon (LW) makes use of its Grenade Launcher, which
 results in a variety of explosive attacks. These attacks provide both a
 defensive barrier that nullifies some attacks and offensive
capabilities in the form of explosive projectile canisters. Because of
its explosive properties, LW attacks ignore V Armor and chip it away
with every connecting attack.

**Notable variations:**

* LW - Standard attack. Apharmd B drops an explosive canister

directly in front. The canister explodes on contact with the ground, and
 resulting 'chain' explosions appear in short intervals. It goes through
 obstacles and negates some weapon fire, but deals minor damage to VRs.
cLW negates more types of weapon fire in exchange for less damage and a
slower start-up time.

* (air) forward dash LW - Apharmd B throws a canister, exploding

on impact. The projectile has fairly accurate tracking and its resulting
 explosion can negate weaker weapon fire, but still suffers from poor
damage.

* (c)RTLW - Using nearly the entire weapon meter, Apharmd B

creates a canister in the form of a soccer ball and launches it toward
the enemy with a mighty kick. The standing bomb travels in an arc which
can skip over obstacles but fails to make contact with opponents at
close range. It is also a high risk anti-air attack. The crouching
variation bounces on the ground, over low obstacles. Both variants do a
significant amount of damage and almost always results in a knockdown.

* cLTLW - Two small canisters are ejected from Apharmd B's

shoulders. These projectiles can achieve knockdowns in most situations,
but the resulting damage is very insignificant and travels only 300 m
before exploding.

**Close combat:**

* CC guard LW - The go-to move for close combat when the VRs are

more or less touching each other. Apharmd B swipes in front with its
left tongfer, covering a wide semi-circle area. It comes out quickly and
 has a good chance of knocking the opponent down.

### Right Weapon

Apharmd B's right weapon (RW) makes use of his trusty SMG. The weapon
 meter recharges relatively fast, which makes it an excellent poke
weapon, but the SMG bullets are easily knocked away from virtual armor.

**Notable variations:**

* (c)LTRW - Trading off standard damage for virtual armor damage,

Apharmd B fires a stream of blue SMG bullets at its opponent. These
bullets are able to negate weapon fire and can cause minor staggering
effects.

**Close combat:**

* CC RW - Apharmd B swings his arm at the opponent. The contact

area is small and deals relatively weak damage, but the attack is
executed at a quick speed.

### Center Weapon

Sonic rings and tornadoes are the two forms of attacks created with
Apharmd B's center weapon (CW) tongfers. The sonic rings are a key tool
for negating most weapon fire, and are not easily negated themselves.
Tornadoes can be used to harass the opponent via the cLTCW homing
variation or can be used to stun enemies with the cCW variation, setting
 up for a devastating close combat attack. Also, like LW, CW attacks are
 unaffected by virtual armor.

**Notable variations:**

* cLTCW - Apharmd B uses the energy from its tongfers to create a

tornado. It lasts for a few seconds and slowly chases its prey.
Additional tornadoes can be created to harass the opponent.

**Close combat:**

* CC CW - Apharmd B launches his signature attack by speeding

toward the opponent and slashing with both tongfers. The activation
range is a whopping 139.9 m and deals major damage to all VRs. Its speed
 is average, making it a little risky against an opposing VR that is
also in close combat range.