Oh no, THE DOOM CRUISER is heading straight for THE PLANET! All pilots to your ships! If you don't destroy THE DOOM CRUISER, then THE PLANET is DOOMED!
This is a semi-minimalist game where the goal is to destroy a powerful ship known only as THE DOOM CRUISER and save THE PLANET. Expect high player death rate. THE DOOM CRUISER technically has no win condition set. If you perform terribly enough, I'll advance it an arbitrary distance towards THE PLANET. Repeated bad performances probably mean THE PLANET goes KAPOW! Assuming I update this regularly, eventually Bay12 WILL win. Of course, the journey is more important than the destination right?
Yeah that died and it was sorta my fault. I've made great improvements to the game since then, and I hope you'll give it a chance. Among the improvements are a shared super meter that everyone can use to do a variety of interesting things, a reduction in THE DOOM CRUISER's health, and a variety of other AI controlled enemies to contend with. Also fusion! I should probably also mention that scanning has also been greatly buffed, and players are actually allowed to shoot specific components to destroy them.
Post that you want to join, and in that post give me a small phrase/description. This input will be used to construct the ship you'll be flying when you reach the DOOM CRUISER. By small, I mean up to 5 words. Don't try to game the system too much, and don't feel obligated to use the maximum amount of words. Sometimes simple is best. More may be allowed within reason, and acronyms might be okay. Choose wisely. Or don't I guess. Feel free to pick whatever weird words you think up. Note that I reserve the right to veto certain combinations. Here are some examples to get you started. Light Machine Gun Fighter. Heavy Bomber Tank. Long Range Missile Support. The player count for this game will probably remain at 6 unless you make some weird ship that needs multiple pilots or use the fusion system. By the way, this game uses the d8
Whenever a player directly deals damage to THE DOOM CRUISER that fills a special meter. Time passing also slowly fills the meter for free. Powers are a way to request various forms of support from the shadowy leaders of THE PLANET. Basically, it represents the resources that THE PLANET's military have other than the rag tag group of heroes that takes center stage in this game. Only one power can be used per turn except where stated otherwise. Powers are applied at the start or end of turn depending on convenience. 50 damage equals 1% charge. 1% charge is also always added each turn. Waitlisted players may be able to add charge somehow too. Any player can activate any power at any time. No permission or voting is needed.
5%: Hyper Upgrade: Permanently increases a ship's stats across the board, as well as increasing hull and shields. This power can be used multiple times per turn and in addition to other powers. This upgrade can only be used a limited amount of times per ship, and only one level of upgrades can be performed on a ship per turn.
10%: Overdrive: Increases all the rolls of a single ship by 3 for the rest of the turn. This power can be used multiple times per turn in addition to other powers. Overdrive does not stack with itself. Bonuses are capped at +8 for any roll.
10%: Supply Drop: Fires a whole bunch of supply crates into the battlefield from the main base for the team to use. Just run into them to pick them up. Contents not guaranteed. Generally includes hull repairs, shield recharges, and munitions.
25%: Pit Crew: Temporarily calls in a bunch of robots to service a single ship. This restores hull, shields, and supplies. This power can be used multiple times per turn in addition to other powers. The robots can be destroyed.
25%: AI Ally Assistance: Summons a randomly generated AI ship to aid the combatants. This ship doesn't count as a player, so it doesn't take up space for real people. Quality not guaranteed, but another body can't hurt right?
25%: Basic Offensive Maneuvers: Commanders on the PLANET send the defense fleet a simple set of orders to maximize accuracy and damage for one turn. Increases aim by +2 and damage by 10%. This power can be used in addition to other powers.
25%: Basic Defensive Maneuvers: Commanders on the PLANET send the defense fleet a simple set of orders to maximize evasion and defense for one turn. Increases armor and dodge by +1. This power can be used in addition to other powers.
40%: Asteroid Strike: Straps big engines onto an asteroid from the belt and flings them at THE DOOM CRUISER. Powerful, but it'll take time to arrive. Tends to create a lot of debris in the combat zone, which can be good and bad. 1000 damage.
50%: Special Maneuvers: Commanders on the PLANET send the defense fleet a special set of orders to maximize fleet ability for three turns. Increases aim by +4, damage by 20%, armor by +2, and dodge by +2. This power can be used in addition to other powers.
50%: Emergency Shield Boost: Every player receives a temporary extra shield equal to 100% of their max shield. This shield decays as normal.
75%: EMP: Prevents THE DOOM CRUISER from taking any action this turn. The DOOM CRUISER won't attack next turn either since it only tries every two turns.
75%: Battleship Operational: Sends a powerful support ship that is highly durable, armed, and contains an area to repair and refuel by docking.
??%: Fusion! Up to 6 player ships can combine into one! Even ships which are already fused can join. Fusion occurs at the end of the turn, allowing actions to be done beforehand. A fused ship is still piloted by all the players of the component ships. This may new players from joining due to the load demanded. Costs: 2: 20% 3: 40% 4: 60% 5: 80% 6: 100%
100%: PLANETARY BARRAGE: Re-purpose all those big weapons the countries of THE PLANET have pointed at each other for a truly immense attack! 5000 damage. Can only be used once.
Players: Glass, 0cra_tr0per, Nakéen, Dustan Hache, Darkwarlock3, FallacyofUrist, Failbird105, and King Zultan.
Waitlist:
Name: Potato
Description: Potato is literally a giant home grown potato. It flies using a rocket engine fueled by fermented potato vodka. Don't question these things. Also the less said about the pilot the better.
Health: 100/100 (It may be impressive in size, but a potato is a potato.)
Shields: 0/0
Regen: 0
Aim: +3
Armor: -3 (Potato)
Dodge: -3 (Those engines aren't the finest.)
Initiative: +3 (They're fast in one direction though.)
Equipment:
Spud Cannons: Mounted on various locations on the potato. These launch smaller potatoes. 10 damage per hit. 3 shots per target per turn. Unlimited ammo.
Vodka Bomb: Many barrels of delicious alcohol are loaded on and around the potato. At any moment, the potato can detonate these barrels for a massive explosion. However, the explosion becomes weaker as more fuel is used. This kills the potato. Starting fuel: 7 turns worth. Max effective power: 5 barrels. Once the vodka runs out, this ship can't fly anymore.
Name: Heinz Doofenshmirtz
Description: Superior Healing-Interstellar Purveyance
Waitlist, here I come!
The dead:
Name: Blorb Boy
Description: Weird-Ass Tumorous Space Blob. The Weird-Ass Tumorous Space Blob is an organic ship. It is covered in cancerous growths, which give it immense regenerative power. However, this tends to cause defects over time.
Health: 0/400(-2)
Shields: 0/0
Regen: 100
Aim: +0(-1)
Armor: -1
Dodge: +3(-2)
Initiative: +1
Gas Propulsion System: As disgusting as it sounds. Nearby enemies and allies may take biological damage.
Devour: Rip apart and consume the target. 150 damage. Inflicts greatly increased damage to smaller targets, which restore health if killed.
Acid Shot: Consumes 50 points of health to fire a burst of acid. 100 damage and reduces target armor for awhile. Can be done 3 times per turn. Best at short range.
Overhealing: Regeneration can exceed max hp. Exceeding it by too much has consequences.
Actually a Tumor: Every turn, a random stat is reduced by 1 point. For health, that means -50. This ship cannot be upgraded or fused.
Next attack on turn 6.
Health: 14,640/25,000
Stats:
Aim: +0
Armor: +3
Dodge: -3
Initiative: -3
Known Weapons and Equipment:
Medium machine guns: THE DOOM CRUISER fires many medium machine guns. 24 attacks at random targets, 25 damage per hit. -2 to aim.
Heavy machine guns: THE DOOM CRUISER fires many heavy machine guns. 24 attacks at random targets, 50 damage per hit. -2 to aim.
Full machine gun barrage!: THE DOOM CRUISER fires both sets of machine guns! No multi attack penalty. Still -2 to aim.
DOOM REPAIR: THE DOOM CRUISER launches a fleet of nanobots to repair damage to it. The ships of destroyed players will be used for materials. This status lasts for 4 turns, or until the players cancel it. THE DOOM CRUISER doesn't heal very fast, but every bit counts. Probably will make this 500hp per turn.
DOOM DRONES: THE DOOM CRUISER deploys 6 drones to attack the party! Drones have 100hp, no shields, and a light machine gun. They have +1 to dodge and initiative.
DOOM MISSILES: THE DOOM CRUISER launches a whole bunch of missiles! 15 attacks at random targets, 80 damage per hit. +1 to aim. (-1 to aim.) Location: Stern. Destroyed.
DOOM ARMAGEDDON: THE DOOM CRUISER fires 3 powerful homing nuclear missiles at random targets! Those targets almost certainly die if they get hit. I'll tell you the damage if it is relevant. The team has 1 turn to shoot down/jam/redirect/delay them. +4 to aim. (-1 to aim.) Location: Stern. Destroyed.
DOOM PARTICLE BEAMS: THE DOOM CRUISER fires a blast of tiny particles at relativistic speeds! Particle beams ignore almost all defenses. 12 attacks at random targets, 100 damage per hit. +4 to aim. Located in the fore.
DOOM DIMENSION RIP: THE DOOM CRUISER fires a weapon that tears space itself to attack every ship on the field! all valid players take 1 nigh unavoidable attack for 300 damage. Located deep in the middle of the keel.
Ranges:
Blackbeard, Varkan, MIDNIGHT: Close to fore
E.P.A.S. AI, Darkwarlock3: Mid below keel
Captain Niko: Close to fore
Blorb Boy: Close to stern
Agent [REDACTED]: Close to fore
George Washington: Far
SQUAD POWER: 112%
Buffs and Debuffs:
DOOM CRUISER:
Boarded: Will take damage over time based on crew competence. 1 squad on board.
Heated up: Moderate increase to damage caused by hot attacks.
Acid Shot: Fore coated in acid. This area takes an extra 20% damage for one turn.
Here we go again. I actually lost most of the original files from the first game, and had to rebuild this from scratch. The result was a vast improvement, so it all worked out in the end. Be ready for new surprises. If not enough people join, I guess I'll just have to add randomly generated AI backup. Stats have been reworked somewhat. Armor actually exists, and speed has been split into dodge and initiative. The fastness of a ship will probably be described in its capabilities somewhere if needed specifically, but dodge will probably work in most cases.
The valiant fleet of ships has begun to approach the DOOM CRUISER!
At the front of the pack is Captain Blackbeard in the SPACE PIRATE BOARDER MAN, AAAAAARRRRRRRRR! Said vehicle is a shabbily put together vessel created to board enemy ships. Only time will tell how effective that is against the DOOM CRUISER.
Following them is the Experimental Plasma and Scanner Corvette, piloted by an eponymous AI. It is a high speed craft with support capabilities. Due to experimental parts it isn't very durable, but it sports advanced equipment.
Next up is Pilot Varkan, aboard the Glorious Transforming Ship Made of Mechas! This vehicle has the ability to change into three different modes. It is currently using the MELEE formation.
Flying alongside them is Captain Nico and the Feline Optimization Engineering Vessel. The Feline Optimization Engineering Vessel is a humanoid ship that can augment other ships with feline parts. It also has a repair function.
Next to last is our most unusual ship, piloted by Blorb Boy. The Weird-Ass Tumorous Space Blob is an organic ship. It is covered in cancerous growths, which give it immense regenerative power. However, this tends to cause defects over time.
The final arrival is MIDNIGHT EDGEMAN in the EDGY FIGHTER CRAFT OF EDGE. The EDGY FIGHTER CRAFT OF EDGE is a humanoid, spiky, black vehicle with red markings covering it. It appears to be wearing a trench coat. Just looking at it is enough to make you feel like you're getting cut.
The DOOM CRUISER sits in wait, taking in the opposition. Something seems to whir within it for a moment, and the lights that adorn it grow brighter. It must be preparing for an attack. It'll happen in 2 turns! Go get em, pilots! All players start at long range. Distance and location are mostly abstracted, so feel free to move around. You can change range and shoot at the same time.
Players:
Name: Blackbeard
Description: SPACE PIRATE BOARDER MAN, AAAAAARRRRRRRRR!
The SPACE PIRATE BOARDER MAN, AAAAAARRRRRRRRR! is a shabbily put together vessel created to board enemy ships. Only time will tell how effective that sort of thing is against the DOOM CRUISER.
Hull: 400/400
Shields: 100/100
Regen: 20
Aim: +0
Armor: +2
Dodge: -2
Initiative: +2
Equipment:
Boarding Guns: These fire pods containing crew members into the target. Said pods are tipped by drills. 5 ammo, can't be replenished easily. 6 ammo if the captain fires himself. Damage varies, but is highest against weakened areas. The DOOM CRUISER's thickest armor won't be penetrated by this weapon yet. Best at close range.
Ship Ram: A giant mounted spear at the front of the ship. Deals 300 damage on hit, but can't be used consecutively. Build up momentum first.
Space Harpoon Gun: Does a little damage and stabilizes the ship. Can be used to tow ships or be towed. Up to 3 50 damage attacks per turn. Best at close range.
Space Booze: Emboldens the crew, given them a +1 to most actions but a -1 to dodge and aim. Lasts 3 turns. Does not stack. 3 uses.
Name: E.P.A.S. AI
Description: Experimental Plasma and Scanner Corvette.
The Experimental Plasma and Scanner Corvette is a high speed craft with support capabilities. Due to experimental parts, it isn't very durable.
Hull: 250/250
Shields: 150/150
Regen: 30
Aim: +1
Armor: -2
Dodge: +2
Initiative: +3
Equipment:
Plasma Gun: Fires a single 200 damage bolt of plasma. Fired at low velocity, so it works best at close or mid range.
Experimental Scanner: Scans targets for information. Can reveal sub-system locations. Very powerful, but results may not be perfectly accurate.
Untested Systems: Failed rolls may inflict damage to this ship.
Name: Pilot Varkan
Description: Glorious Transforming Ship Made of Mechas
The Glorious Transforming Ship Made of Mechas is a designed cobbled together from a bunch of powered armor suits. It isn't very large or durable, but it has great speed and versatility.
Hull: 300/300
Shields: 200/200
Regen: 25
Aim: +1 (+1)
Armor: -1 (+1)
Dodge: +2 (+1)
Initiative: +1 (+1)
Equipment:
Multi-Form Mechanism: Allows this ship to transform into a few different things. Loaded forms are MELEE, RANGED, AND SUPPORT. Transforming consumes an entire turn.
MELEE: The ship basically becomes a battering ram. Shape determined by the user.
RANGED: The ship transformed in such a way that every possible weapon is pointed outwards. Literally a ball of guns.
SUPPORT: Transforms into a ship that can do repairs and such.
Current Equipment: MELEE
FIST: The ship is a massive fist. Impacts deal 200 damage to the target, and none to the ship itself. Can execute a POWER FIST attack that reduces the target's armor for a turn. 3 turn cooldown. Also increases all stats by 1.
Spinning Blades: A series of sharp circling blades that line this vehicle. Inflicts 50-100 damage to nearby targets every turn.
Barrage System: This vehicle temporarily splits into the original mecha components, each of which delivers a powerful attack. Requires 3 turns to charge through kinetic force. 0% charged.
Name: Captain Nico
Description: Feline Optimization Engineering Vessel
The Feline Optimization Engineering Vessel is a humanoid ship that can augment other ships with feline parts. It also has a repair function.
Hull: 300/300
Shields: 200/200
Regen: 50
Aim: +1
Armor: +2
Dodge: +0 (+1)
Initiative: +0
Equipment:
Catastrophe Cannon: Launches cubes of condensed cat meat at absurd speeds. Why? Because it can. 200 damage per hit. 3 ammo. Best at short or mid range.
Claws: These work as you'd expect. 100 damage.
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Repair Kit: Comes with 500 metal. Restores 1 hull to the target for each point of metal used. Non-Organic ammo can also be refilled.
Augmentation Machine: Allows the attachment of Claws and Cat-Ear Radar to a ship. 3 uses.
Name: Blorb Boy
Description: Weird-Ass Tumorous Space Blob
The Weird-Ass Tumorous Space Blob is an organic ship. It is covered in cancerous growths, which give it immense regenerative power. However, this tends to cause defects over time.
Health: 500/500
Shields: 0/0
Regen: 100
Aim: +0
Armor: -1
Dodge: +3
Initiative: +1
Gas Propulsion System: As disgusting as it sounds. Nearby enemies and allies may take biological damage.
Devour: Rip apart and consume the target. 150 damage. Inflicts greatly increased damage to smaller targets, which restore health if killed.
Acid Shot: Consumes 50 points of health to fire a burst of acid. 100 damage and reduces target armor for awhile. Can be done 3 times per turn. Best at short range.
Overhealing: Regeneration can exceed max hp. Exceeding it by too much has consequences.
Actually a Tumor: Every turn, a random stat is reduced by 1 point. For health, that means -50. This ship cannot be upgraded or fused.
Name: MIDNIGHT EDGEMAN
Description: EDGY FIGHTER CRAFT OF EDGE
The EDGY FIGHTER CRAFT OF EDGE is a humanoid, spiky, black vehicle with red markings covering it. It appears to be wearing a trench coat. Just looking at it is enough to make you feel like you're getting cut.
Hull: 250/250
Shields: 150/150
Regen: 30
Aim: +0
Armor: -1
Dodge: +2
Initiative: +1
EDGY BLADE: A katana so sharp that it rips into space itself. Has a slight ranged attack that can hit potentially multiple targets at reduced damage. 200 damage.
EDGY GUNS: A painful looking pair of red and black guns. They launch spikes that embed into the target and explode. 50 damage per hit. Each fires up to 3 shots per turn. Best at short or mid range. 18 ammo.
EDGY COAT: Can be activated to reinforce defenses at the cost of speed by posing dramatically. 3 turn cooldown.
DEATH RECHARGER: Destroying ships recovers 100 points of hull and shield if done at close range. Halved otherwise.
Every 2 turns, the DOOM CRUISER rolls a die to choose what weapon to fire. The same roll can't occur twice in a row. (Yay variety.) The DOOM CRUISER's weapons are secret at first of course. First attack on turn 2.
Health: 25,000
Stats:
Aim: +0
Armor: +3
Dodge: -3
Initiative: -3
Known Weapons and Equipment:
None yet. Get to scanning!
SQUAD POWER: 0%
Buffs and Debuffs:
None.
Now you can actually submit actions and have them processed. If you've already sent one in, that's fine too and I'll definitely use it. This is your chance to change your mind though. I specifically need actions from FOU and 0cra.
The battle begins!
Initiatives:
Pilot Varkan: 8+2=10
E.P.A.S. AI: 7+3=10
Blackbeard: 7+2=9
Blorb Boy: 4+1=5
MIDNIGHT EDGEMAN: 2+2=4
DOOM CRUISER: 7-3=4
Captain Nico: 3
Get in close range, transform into a FIST and PUNCH the Doom Cruiser!
3+2v2-3: Pilot Varkan wastes no time, and flies their machine straight at the DOOM CRUISER's hull. Direct hit!
8+2v3+3: A whole bunch of armor is broken off by the attack! 225 damage. The blades deal an additional 50 damage.
Scan the doom cruiser for weapons!
7+1: E.P.A.S. AI fires up the scanners. New information is revealed!
FIND SOME PLACE ON THE DOOOOOM CRUUUUUISER THAT LOOKS KINDA LIKE A COCKPIT AND GET RIGHT UP NEXT TO IT, THEN FIRE EVERYTHING AT IT!
6v2+3: You drive close to the DOOM CRUISER, and fire off all the harpoons! 150 damage.
7v2+3: Then, you ram it with all the ship's power! 300 damage. Time to fire the boarding guns!
5v4+3, 7v3+3: The first boarding projectile bounces off, but the second connects! You're not sure the crew will be able to get all the way inside, but you hope for the best. You should be able to reclaim the projectile that bounced off. It wasn't seriously damaged, and your crew member has a fair bit of air. 50 damage.
Fart towards the DOOM CRUISER.
6v2+3: Blorb Boy moves to close range. Their ship starts to rip at the DOOM CRUISER's hull to devour it. It is rather devoid of nutrients. 150 damage. +100 hp. Max health reduced by 50 due to random tumor effects.
>SHOOT MY EDGY GUNS AT THE DOOM CRUISER WHILE RUSHING FORWARD
The edgy ship unleashes a scarlet red booster, and flies forward at full speed in preparation to to start shooting at mid range!
8v6-3, 5v2-3, 2v8-3, 6v7-3, 8v1-3, 6v4-3: A full barrage of 6 shots is fired, of which 5 hit!
6+3, 7+3, 7+3, 7+3, 1+3: Unfortunately, almost all hit sections of the hull which are heavily armored. 100 damage.
DOOM!
The unnatural craft begins to move. Who knows what it could be planning? The attack will occur next turn, whatever it might be.
"Alright men, women, and cats. We have work to do. For The Planet and every civilian cat person!"
Fly to medium range and fire off the Catastrophe Cannon at the DOOM CRUISER.
(In retrospect sorry about the whole cat meat thing. Honestly I don't know what I was thinking. Probably played too much df. It is what it is though.)
7+1v3-3: The Catastrophe Cannon hits directly!
3+3: 200 damage.
1125 damage was dealt to the DOOM CRUISER this turn, yielding 23% SQUAD POWER Charge! Use it wisely, if at all. Refer to the first post if needed.
Players:
Name: Blackbeard
Description: SPACE PIRATE BOARDER MAN, AAAAAARRRRRRRRR!
The SPACE PIRATE BOARDER MAN, AAAAAARRRRRRRRR! is a shabbily put together vessel created to board enemy ships. Only time will tell how effective that sort of thing is against the DOOM CRUISER.
Hull: 400/400
Shields: 100/100
Regen: 20
Aim: +0
Armor: +2
Dodge: -2
Initiative: +2
Equipment:
Boarding Guns: These fire pods containing crew members into the target. Said pods are tipped by drills. 3 ammo, can't be replenished easily. 4 ammo if the captain fires himself. Damage varies, but is highest against weakened areas. The DOOM CRUISER's thickest armor won't be penetrated by this weapon yet. Best at close range.
Ship Ram: A giant mounted spear at the front of the ship. Deals 300 damage on hit, but can't be used consecutively. Build up momentum first.
Space Harpoon Gun: Does a little damage and stabilizes the ship. Can be used to tow ships or be towed. Up to 3 50 damage attacks per turn. Best at close range.
Space Booze: Emboldens the crew, given them a +1 to most actions but a -1 to dodge and aim. Lasts 3 turns. Does not stack. 3 uses.
Name: E.P.A.S. AI
Description: Experimental Plasma and Scanner Corvette.
The Experimental Plasma and Scanner Corvette is a high speed craft with support capabilities. Due to experimental parts, it isn't very durable.
Hull: 250/250
Shields: 150/150
Regen: 30
Aim: +1
Armor: -2
Dodge: +2
Initiative: +3
Equipment:
Plasma Gun: Fires a single 200 damage bolt of plasma. Fired at low velocity, so it works best at close or mid range.
Experimental Scanner: Scans targets for information. Can reveal sub-system locations. Very powerful, but results may not be perfectly accurate.
Untested Systems: Failed rolls may inflict damage to this ship.
Name: Pilot Varkan
Description: Glorious Transforming Ship Made of Mechas
The Glorious Transforming Ship Made of Mechas is a designed cobbled together from a bunch of powered armor suits. It isn't very large or durable, but it has great speed and versatility.
Hull: 300/300
Shields: 200/200
Regen: 25
Aim: +1 (+1)
Armor: -1 (+1)
Dodge: +2 (+1)
Initiative: +1 (+1)
Equipment:
Multi-Form Mechanism: Allows this ship to transform into a few different things. Loaded forms are MELEE, RANGED, AND SUPPORT. Transforming consumes an entire turn.
MELEE: The ship basically becomes a battering ram. Shape determined by the user.
RANGED: The ship transformed in such a way that every possible weapon is pointed outwards. Literally a ball of guns.
SUPPORT: Transforms into a ship that can do repairs and such.
Current Equipment: MELEE
FIST: The ship is a massive fist. Impacts deal 200 damage to the target, and none to the ship itself. Can execute a POWER FIST attack that reduces the target's armor for a turn. 3 turn cooldown. Also increases all stats by 1.
Spinning Blades: A series of sharp circling blades that line this vehicle. Inflicts 50-100 damage to nearby targets every turn.
Barrage System: This vehicle temporarily splits into the original mecha components, each of which delivers a powerful attack. Requires 3 turns to charge through kinetic force. 33% charged.
Name: Captain Nico
Description: Feline Optimization Engineering Vessel
The Feline Optimization Engineering Vessel is a humanoid ship that can augment other ships with feline parts. It also has a repair function.
Hull: 300/300
Shields: 200/200
Regen: 50
Aim: +1
Armor: +2
Dodge: +0 (+1)
Initiative: +0
Equipment:
Catastrophe Cannon: Launches cubes of condensed cat meat at absurd speeds. Why? Because it can. 200 damage per hit. 2 ammo. Best at short or mid range.
Claws: These work as you'd expect. 100 damage.
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Repair Kit: Comes with 500 metal. Restores 1 hull to the target for each point of metal used. Non-Organic ammo can also be refilled.
Augmentation Machine: Allows the attachment of Claws and Cat-Ear Radar to a ship. 3 uses.
Name: Blorb Boy
Description: Weird-Ass Tumorous Space Blob
The Weird-Ass Tumorous Space Blob is an organic ship. It is covered in cancerous growths, which give it immense regenerative power. However, this tends to cause defects over time.
Health: 600/450
Shields: 0/0
Regen: 100
Aim: +0
Armor: -1
Dodge: +3
Initiative: +1
Gas Propulsion System: As disgusting as it sounds. Nearby enemies and allies may take biological damage.
Devour: Rip apart and consume the target. 150 damage. Inflicts greatly increased damage to smaller targets, which restore health if killed.
Acid Shot: Consumes 50 points of health to fire a burst of acid. 100 damage and reduces target armor for awhile. Can be done 3 times per turn. Best at short range.
Overhealing: Regeneration can exceed max hp. Exceeding it by too much has consequences.
Actually a Tumor: Every turn, a random stat is reduced by 1 point. For health, that means -50. This ship cannot be upgraded or fused.
Name: MIDNIGHT EDGEMAN
Description: EDGY FIGHTER CRAFT OF EDGE
The EDGY FIGHTER CRAFT OF EDGE is a humanoid, spiky, black vehicle with red markings covering it. It appears to be wearing a trench coat. Just looking at it is enough to make you feel like you're getting cut.
Hull: 250/250
Shields: 150/150
Regen: 30
Aim: +0
Armor: -1
Dodge: +2
Initiative: +1
EDGY BLADE: A katana so sharp that it rips into space itself. Has a slight ranged attack that can hit potentially multiple targets at reduced damage. 200 damage.
EDGY GUNS: A painful looking pair of red and black guns. They launch spikes that embed into the target and explode. 50 damage per hit. Each fires up to 3 shots per turn. Best at short or mid range. 12 ammo.
EDGY COAT: Can be activated to reinforce defenses at the cost of speed by posing dramatically. 3 turn cooldown.
DEATH RECHARGER: Destroying ships recovers 100 points of hull and shield if done at close range. Halved otherwise.
Every 2 turns, the DOOM CRUISER rolls a die to choose what weapon to fire. The same roll can't occur twice in a row. (Yay variety.) The DOOM CRUISER's weapons are secret at first of course. First attack on turn 2.
Health: 23,875/25,000
Stats:
Aim: +0
Armor: +3
Dodge: -3
Initiative: -3
Known Weapons and Equipment:
DOOM MISSILES: THE DOOM CRUISER launches a whole bunch of missiles! 15 attacks at random targets, 80 damage per hit. +1 to aim. Location: Stern
DOOM ARMAGEDDON: THE DOOM CRUISER fires 3 powerful homing nuclear missiles at random targets! Those targets almost certainly die if they get hit. I'll tell you the damage if it is relevant. The team has 1 turn to shoot down/jam/redirect/delay them. +4 to aim. Location: Stern
Ranges:
Blackbeard: Close
E.P.A.S. AI: Far
Pilot Varkan: Close
Captain Niko: Mid
Blorb Boy: Close
MIDNIGHT EDGYMAN: Mid
SQUAD POWER: 23%
Buffs and Debuffs:
DOOM CRUISER:
Boarded: Will take damage over time based on crew competence. Only one allied man on board.
Note: Feel free to keep sending in sheets. I expect I'll have a need for them very soon.
Edit: I forgot the blades. Dealt an extra 50 damage.
The battle continues!
Initiatives:
E.P.A.S. AI: 7+3=10
Pilot Varkan: 6+2=8
Blorb Boy: 7+1=8
MIDNIGHT EDGEMAN: 4+2=6
Blackbeard: 4+2=6
DOOM CRUISER: 8-3=5
Captain Nico: 2
Close the distance and open fire on the stern of the doom cruiser with plasma, aiming to disable the Doom missiles by melting and welding the launcher ports shut! Use my scanner to locate them of course.
4+1: Your scans dom't narrow down the missile locations much, but you think you've found a few, and beam the info to your team.
2+1v8-3: The shot is effectively absorbed by the DOOM CRUISER's heat sinks.
After a rousing speech about hope, the fate of the galaxy and smoothies, Pilot Varkan slams a button! Full power!
POWER FIST the Doom Cruiser on a missile hardpoint if possible!
7+2v4-3: Your rousing speech has great affect, and you once more smash into the DOOM CRUISER!
1+3: Much of the armor in your area shatters completely! 250 damage.
8+3: Unfortunately, the DOOM MISSILE subsystem was largely unharmed by the attack.
6+3: The spinning blades inflict 50 damage.
My gross ass space tumor is going to vomit acid on the DOOM CRUISER twice.
1, 5v7-3: You try to vomit acid twice at the DOOM CRUISER! The first shot fails to produce more than spittle, but the second connects.
7+3: The acid is largely deflected by the armor, but it still inflicts damage and weakens the ship somewhat. 75 damage.
5v2+3: You devour a few pieces, further weakening the structure. 100 damage.
-100 hp, +100 hp. Dodge -1.
RUSH UP AND LUNGE MY EDGY BLADE INTO THE COCKPIT
(Please bold your actions.)
8v5-3: You lunge with your sword into the bit that most looks like a cockpit to you!
3+3: The blade rips apart the area, but doesn't do anything of note other than damage. 220 damage.
KEEP BOARDING, ME HEARTIES! ALL CREW ON DECK! EVERYONE TO THE CRUISER! AND MORE HARPOOOOOOOOOONS!
(I'll assume you decided not to overdrive this turn, as you were asking nicely and didn't edit your post or anything.)
6v8-3, 6v5-3, 3v2-3, 1: You fire the boardimg cannon many times. Three shots land, but the final one causes a jam.
1+3, 3+3, 7+3: Two shots penetrate the armor, and your crew joins up. You now have 3 squads aboard the cruiser. 165 damage.
8v8-3, 8v8-3, 6v5-3: All the harpoons connect. You now are attatched with 6 harpoons.
2+3, 6+3, 1+3: 165 damage. +1 aim due to stability.
(Note: I thought I should clarify that you aren't literally launching one guy per shot. I sorta screwed up typing earlier. Also I added two more ammo because I fealt the weapon was too weak. )
Begin operation.
Weapon ports all over the DOOM CRUISER open up, and a variety of machine guns show themselves. Looks like its firing two kinds! This won't be pleasant.
Medium Guns:
Targets: 24
Blackbeard x7
Varkan x5
Blorby x4
MIDNIGHT x5
E.P.A.S. AI x2
Nico x1
Almost a full third of the intitial barrage heads for Blackbeard! How will he fare?
4-2v7-2, 8-2v4-2, 8-2v8-2, 4-2v6-2, 4-2v5-2 1-2, 2-2: Thanks to some quick maneuvers, he is only hit by three shots, taking 75 damage!
Another sizable portion heads to Varkan!
1-2, 1-2, 5-2v2+3, 1-2, 3-2: Miraculously, most of the guns jam or misfire, and Varkan avoids the remaining shot!
The unshielded Blorby was a big target as well!
7-2v8+2, 7-2v1+2, 8-2v5+2, 5-2v2+2: One shot connects!
3-1: The space tumor takes 30 damage!
MIDNIGHT EDGEMAN was enough of an euesore to warrant 5 rounds rapid!
1-2v 2-2, 8-2v4+2, 4-2v8+2, 2-2
The edgy vehicle takes 25 damage!
(These guns kinda suck eh? Well, they are basically the weakest weapon the DOOM cruiser has available, so don't get too cozy.)
E.P.A.S. and Nico get two shots and one shot respectively.
3-2, 4-2v3+2, 7-2v6+1v They all miss.
Heavy Guns:
Targets: 24
Blackbeard x8
Varkan x2
Blorby x9
MIDNIGHT x5
The next assault is far more focused. Blackbeard is targeted by another 8 attacks, these ones being much stronger!
3-2, 6-2v5-2, 3-2, 8-2v5-2, 4-2v8-2, 4-2v3-2, 4-2v4-2, 3-2: Four connect!
1+2, 6+2, 7+2, 1+2: They deal 150 damage!
3-2, 7-2v6+2: Varken easily dodges the two shots that were aimed at them.
Blorby will have to weather 9 heavy machine gun rounds! This could seriously hurt.
7-2v5+2, 5-2v8+2, 7-2v4+2, 6-2v7+2, 6-2v8+2, 3-2, 2-2, 7-2v3+2, 5-3v8+2: In a display of failure, this barrage only strikes a single glancing blow.
3+1: 20 damage.
All that's left is a 5 shot burst at MIDNIGHT EDGEMAN.
4-2v5+2, 3-2, 5-2v8+2, 2-2, 7-2v4+2: They're all expertly avoided.
With that, the barrage is over. The machine guns fold up and return to their hiding spots all over the ship's hull.
(Well, that was rather non-deadly.)
Use Augmentation Machine on the Edge Ship! Because everything's better with cat ears!
5: You approach the edge ship, and begin augmentation. It completes quicky without any fanfare. You manage to make the claws into a sort of edgy gauntlet, which will augment any katana swings by an extra 50 damage.
Boarding Squads: 1v4, 8v7, 2v1
A bunch of men are gunned down by internal defenses, but two and a half squads remain. They inflict a healthy 150 damage by ransacking the ship's inside.
1175 damage was dealt this turn, granting 25% SQUAD POWER CHARGE! Now you've got quite a few options open. The next attack occurs on turn 4, so prepare accordingly!
Players:
Name: Blackbeard
Description: SPACE PIRATE BOARDER MAN, AAAAAARRRRRRRRR! The SPACE PIRATE BOARDER MAN, AAAAAARRRRRRRRR! is a shabbily put together vessel created to board enemy ships. Only time will tell how effective that sort of thing is against the DOOM CRUISER.
Hull: 275/400
Shields: 20/100
Regen: 20
Aim: +0
Armor: +2
Dodge: -2
Initiative: +2
Equipment:
Boarding Guns: These fire pods containing crew members into the target. Said pods are tipped by drills. 2 ammo left. Damage varies, but is highest against weakened areas. Best at close range.
Ship Ram: A giant mounted spear at the front of the ship. Deals 300 damage on hit, but can't be used consecutively. Build up momentum first.
Space Harpoon Gun: Does a little damage and stabilizes the ship. Can be used to tow ships or be towed. Up to 3 50 damage attacks per turn. Best at close range.
Space Booze: Emboldens the crew, given them a +1 to most actions but a -1 to dodge and aim. Lasts 3 turns. Does not stack. 3 uses.
Name: E.P.A.S. AI
Description: Experimental Plasma and Scanner Corvette. The Experimental Plasma and Scanner Corvette is a high speed craft with support capabilities. Due to experimental parts, it isn't very durable.
Hull: 250/250
Shields: 150/150
Regen: 30
Aim: +1
Armor: -2
Dodge: +2
Initiative: +3
Equipment:
Plasma Gun: Fires a single 200 damage bolt of plasma. Fired at low velocity, so it works best at close or mid range.
Experimental Scanner: Scans targets for information. Can reveal sub-system locations. Very powerful, but results may not be perfectly accurate.
Untested Systems: Failed rolls may inflict damage to this ship.
Name: Pilot Varkan
Description: Glorious Transforming Ship Made of Mechas. The Glorious Transforming Ship Made of Mechas is a designed cobbled together from a bunch of powered armor suits. It isn't very large or durable, but it has great speed and versatility.
Hull: 300/300
Shields: 200/200
Regen: 25
Aim: +1 (+1)
Armor: -1 (+1)
Dodge: +2 (+1)
Initiative: +1 (+1)
Equipment:
Multi-Form Mechanism: Allows this ship to transform into a few different things. Loaded forms are MELEE, RANGED, AND SUPPORT. Transforming consumes an entire turn.
MELEE: The ship basically becomes a battering ram. Shape determined by the user.
RANGED: The ship transformed in such a way that every possible weapon is pointed outwards. Literally a ball of guns.
SUPPORT: Transforms into a ship that can do repairs and such.
Current Equipment: MELEE
FIST: The ship is a massive fist. Impacts deal 200 damage to the target, and none to the ship itself. Can execute a POWER FIST attack that reduces the target's armor for a turn. 3 turn cooldown. Also increases all stats by 1.
Spinning Blades: A series of sharp circling blades that line this vehicle. Inflicts 50-100 damage to nearby targets every turn.
Barrage System: This vehicle temporarily splits into the original mecha components, each of which delivers a powerful attack. Requires 3 turns to charge through kinetic force. 67% charged.
Name: Captain Nico
Description: Feline Optimization Engineering Vessel. The Feline Optimization Engineering Vessel is a humanoid ship that can augment other ships with feline parts. It also has a repair function.
Hull: 300/300
Shields: 200/200
Regen: 50
Aim: +1
Armor: +2
Dodge: +0 (+1)
Initiative: +0
Equipment:
Catastrophe Cannon: Launches cubes of condensed cat meat at absurd speeds. Why? Because it can. 200 damage per hit. 2 ammo. Best at short or mid range.
Claws: These work as you'd expect. 100 damage.
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Repair Kit: Comes with 500 metal. Restores 1 hull to the target for each point of metal used. Non-Organic ammo can also be refilled.
Augmentation Machine: Allows the attachment of Claws and Cat-Ear Radar to a ship. 2 uses left.
Name: Blorb Boy
Description: Weird-Ass Tumorous Space Blob. The Weird-Ass Tumorous Space Blob is an organic ship. It is covered in cancerous growths, which give it immense regenerative power. However, this tends to cause defects over time.
Health: 550/450(-1)
Shields: 0/0
Regen: 100
Aim: +0
Armor: -1
Dodge: +3(-1)
Initiative: +1
Gas Propulsion System: As disgusting as it sounds. Nearby enemies and allies may take biological damage.
Devour: Rip apart and consume the target. 150 damage. Inflicts greatly increased damage to smaller targets, which restore health if killed.
Acid Shot: Consumes 50 points of health to fire a burst of acid. 100 damage and reduces target armor for awhile. Can be done 3 times per turn. Best at short range.
Overhealing: Regeneration can exceed max hp. Exceeding it by too much has consequences.
Actually a Tumor: Every turn, a random stat is reduced by 1 point. For health, that means -50. This ship cannot be upgraded or fused.
Name: MIDNIGHT EDGEMAN
Description: EDGY FIGHTER CRAFT OF EDGE. The EDGY FIGHTER CRAFT OF EDGE is a humanoid, spiky, black vehicle with red markings covering it. It appears to be wearing a trench coat. Just looking at it is enough to make you feel like you're getting cut.
Hull: 250/250
Shields: 150/150
Regen: 30
Aim: +0
Armor: -1
Dodge: +2(+1)
Initiative: +1
EDGY BLADE: A katana so sharp that it rips into space itself. Has a slight ranged attack that can hit potentially multiple targets at reduced damage. 200 damage. Augmented with a clawed gauntlet for an extra 50 damage.
EDGY GUNS: A painful looking pair of red and black guns. They launch spikes that embed into the target and explode. 50 damage per hit. Each fires up to 3 shots per turn. Best at short or mid range. 12 ammo.
EDGY COAT: Can be activated to reinforce defenses at the cost of speed by posing dramatically. 3 turn cooldown.
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
DEATH RECHARGER: Destroying ships recovers 100 points of hull and shield if done at close range. Halved otherwise.
Every 2 turns, the DOOM CRUISER rolls a die to choose what weapon to fire. Next attack on turn 4.
Health: 22,700/25,000
Stats:
Aim: +0
Armor: +3
Dodge: -3
Initiative: -3
Known Weapons and Equipment:
Medium machine guns: THE DOOM CRUISER fires many medium machine guns. 24 attacks at random targets, 25 damage per hit. -2 to aim.
Heavy machine guns: THE DOOM CRUISER fires many heavy machine guns. 24 attacks at random targets, 50 damage per hit. -2 to aim.
Full machine gun barrage!: THE DOOM CRUISER fires both sets of machine guns! No multi attack penalty. Still -2 to aim.
DOOM MISSILES: THE DOOM CRUISER launches a whole bunch of missiles! 15 attacks at random targets, 80 damage per hit. +1 to aim. Location: Stern. Semi-Located. Minimal damage.
DOOM ARMAGEDDON: THE DOOM CRUISER fires 3 powerful homing nuclear missiles at random targets! Those targets almost certainly die if they get hit. I'll tell you the damage if it is relevant. The team has 1 turn to shoot down/jam/redirect/delay them. +4 to aim. Location: Stern
Ranges:
Blackbeard: Close
E.P.A.S. AI: Mid
Pilot Varkan: Close
Captain Niko: Mid
Blorb Boy: Close
MIDNIGHT EDGYMAN: Mid
SQUAD POWER: 48%
Buffs and Debuffs:
DOOM CRUISER:
Boarded: Will take damage over time based on crew competence. Three squads on board.
Acid Shot: Shooting this area inflicts an extra 10% damage until the end of next turn.
Notes: Warlock, you're on the waitlist. It probably won't take long.
Well, that took me long enough.
Initiatives:
Blorb Boy: 8+1=9
Pilot Varkan: 6+2=8
E.P.A.S. AI: 5+3=8
MIDNIGHT EDGEMAN: 6+2=8
Captain Nico: 5
Blackbeard: 3+2=5
DOOM CRUISER: 3-3=0
Meat ship will fart to the stern and vomit more acid(x3) on it.
Blorb Boy flies to the stern and readies another barrage of acid!
6v4-3, 4v6-3, 5v7-3: All three blobs hit!
6V7+3, 6V5+3, 1v2+3: 125 damage. Debuff refreshed.
-150 health. +100 health. Aim -1.
Auto punch.
280 damage.
purchase an upgrade for 5℅ squad power. Scan for the heat sinks, and attempt to overload them with more plasma fire post-upgrading.
-5%: Your ship is greatly improved by a surge of power!
3: Your scans don't bring up much. A ship that large has heat sinks everywhere. You think you've found an area with less of them though.
3+2v6-3: The plasma bolt hits!
3+3: 220 damage.
Auto cut.
220 damage.
Fire the Catastrophe Cannon at the DOOM Cruiser!
5+1v7-3: Hit!
1+3: 250 damage.
Edgecatpirate fusion: END OF TURN!More harpoons, boarding pods, and ramming: RIGHT NOW, ME HEARTIES! GET TO WORK!
You fire the harpoons!
2v1-3, 6v2-3, 6v4-3: One shot jams, but two of them hit!
2+3, 8+3: 100 damage.
3v7-3: You fire the last shot of the boarding gun! It bounces off!
1: You try to ram, but the engines putter out! You can't build up enough speed!
"BLACKBEARD! MIDNIGHT EDGEMAN! LET'S COMBINE!"
Blast some heroic music, and COMBINE into the EDGY PIRATE MECHA SHIP OF AWESOMENESS for 40% Squad Power.
Sure.
HELL YES MATEYS!
-40%: Fusion Start! Pilot Varkan, Blackbeard, and MIDNIGHT EDGEMAN form up at close range and prepare to fuse with the power they've generated!
The trio glow with immense power, and technicians on the PLANET guide them through the whole process while providing power!
Eventually, the glowing comes to an end, and a giant robot spaceship emerges in a dynamic pose!
The EDGECAT PIRATE MECHA SHIP is a fusion of three ships. It takes a large, roughly humanoid shape. The head is red and spiky, under the control of Captain Blackbeard! It is topped with a metallic pirate hat that seems to have manifested out of nowhere. Eclipsing the craft on both sides are a pair of enourmous power fists guarded by gauntlets and tipped by claws mode of katanas. The remnants of Blackbeard's Ship Ram are also mounted on the outer edges of this awesome vehicle, and can be combined for an attack once charged. All this is controlled by Pilot Varkan! The body is highly bulky and spiked all around, protected by a trenchcoat. An extra pair of arms hold the EDGY GUNS. This area is under the control of MIDNIGHT EDGEMAN! The whole vehicle is covered in red and black paint, with a cape reminiscent of a nautical sail.
Boarding Squads:
6v8, 3v3, 4v3: The boarding squads lose more men, but they still inflict 200 damage.
1400 damage was dealt this turn, granting 29% SQUAD POWER CHARGE!
Note: I've decided that reinforcements will happen after the DOOM CRUISER attacks next turn. Spawns being every other turn feels right to me. It'd suck to spawn in and instantly die.
Players:
Pilots: Captain Blackbeard, Pilot Varkan, and MIDNIGHT EDGEMAN
Description: The EDGECAT PIRATE MECHA SHIP is a fusion of three ships. It takes a large, roughly humanoid shape. The head is red and spiky, under the control of Captain Blackbeard! Eclipsing the craft on both sides are a pair of enourmous power fists guarded by gauntlets and tipped by claws mode of katanas. The remnants of Blackbeard's Ship Ram are also mounted on the outer edges of this awesome vehicle, and can be combined for an attack once charged. All this is controlled by Pilot Varkan! The body is highly bulky and spiked all around, protected by a trenchcoat. An extra pair of arms hold the EDGY GUNS. This area is under the control of MIDNIGHT EDGEMAN! The whole vehicle is covered in red and black paint, with a cape reminiscent of a nautical sail.
Hull: 1000/1000
Shields: 500/500
Regen: 100
Aim: +2
Armor: +2
Dodge: +1(+1)
Initiative: +3
Equipment:
Captain Blackbeard controls:
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Space Harpoon Gun: Does a little damage and stabilizes the ship. Can be used to tow ships or be towed. 50 damage per hit. Can be fired three times per turn. Best at close range. Now shoulder mounted, and can be reeled in at high speed to slightly boost melee damage.
Super Space Booze: Emboldens the pilots, giving them a +1 to most actions. Lasts 2 turns. Does not stack. Can be declined. 9 bottles.
Pilot Varkan Controls:
Katana-Claw Powerfists: This system accounts for a huge amount of this robot's mass. It is a giant pair of arms mounted to the vehicles sides. The fists are guarded by gauntlets and tipped with three claws each in the form of the katana from EDGEMAN's ship. Swings twice per turn, and inflicts 300 damage. If swung at full force, it can punch so hard it rips space. This is extremely powerful, but strenuous. This ability is 100% charged, replacing the Barrage System.
Ship Ram: A truly humongous mounted spear. It is split into two halves, which each half attached to the outermost part of one of the Powerfists. They can be merged into a powerful ramming weapon at the cost of all other actions. Deals massive damage and reduces armor on hit, but can't be used consecutively. 0% charged.
MIDNIGHT EDGEMAN controls:
EDGY GUNS: A painful looking pair of red and black guns. They launch spikes that embed into the target and explode. 50 damage per hit. Each fires up to 3 shots per turn. Best at short or mid range. 18 ammo. These guns are still held by the vehicle the originated from. The smaller arms of the EDGY FIGHTER CRAFT OF EDGE are mounted beneath the vastly larger power fists.
EDGY AOE: On command, this vehicle shoots out spikes from all over its body like a pufferfish to attack all nearby enemies! 300 damage. 3 turn cooldown.
EDGY COAT: Can be activated to reinforce defenses by posing dramatically. 3 turn cooldown. Now worn by the entire machine.
Auto:
Spinning Blades: A series of sharp circling blades that line this vehicle. Inflicts about 75 damage to nearby targets every turn, possibly more.
DEATH RECHARGER: Destroying ships recovers 100 points of hull and shield if done at close range. Halved otherwise.
Name: E.P.A.S. AI
Description: Experimental Plasma and Scanner Corvette. The Experimental Plasma and Scanner Corvette is a high speed craft with support capabilities. Due to experimental parts, it isn't very durable.
Hull: 300/300
Shields: 200/200
Regen: 40
Aim: +1(+1)
Armor: -2(+1)
Dodge: +2(+1)
Initiative: +3(+1)
Equipment:
Plasma Gun: Fires a single 200 damage bolt of plasma. Fired at low velocity, so it works best at close or mid range.
Experimental Scanner: Scans targets for information. Can reveal sub-system locations. Very powerful, but results may not be perfectly accurate.
Untested Systems: Failed rolls may inflict damage to this ship.
Name: Captain Nico
Description: Feline Optimization Engineering Vessel. The Feline Optimization Engineering Vessel is a humanoid ship that can augment other ships with feline parts. It also has a repair function.
Hull: 300/300
Shields: 200/200
Regen: 50
Aim: +1
Armor: +2
Dodge: +0 (+1)
Initiative: +0
Equipment:
Catastrophe Cannon: Launches cubes of condensed cat meat at absurd speeds. Why? Because it can. 200 damage per hit. 1 ammo. Best at short or mid range.
Claws: These work as you'd expect. 100 damage.
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Repair Kit: Comes with 500 metal. Restores 1 hull to the target for each point of metal used. Non-Organic ammo can also be refilled.
Augmentation Machine: Allows the attachment of Claws and Cat-Ear Radar to a ship. 2 uses left.
Name: Blorb Boy
Description: Weird-Ass Tumorous Space Blob. The Weird-Ass Tumorous Space Blob is an organic ship. It is covered in cancerous growths, which give it immense regenerative power. However, this tends to cause defects over time.
Health: 500/450(-1)
Shields: 0/0
Regen: 100
Aim: +0(-1)
Armor: -1
Dodge: +3(-1)
Initiative: +1
Gas Propulsion System: As disgusting as it sounds. Nearby enemies and allies may take biological damage.
Devour: Rip apart and consume the target. 150 damage. Inflicts greatly increased damage to smaller targets, which restore health if killed.
Acid Shot: Consumes 50 points of health to fire a burst of acid. 100 damage and reduces target armor for awhile. Can be done 3 times per turn. Best at short range.
Overhealing: Regeneration can exceed max hp. Exceeding it by too much has consequences.
Actually a Tumor: Every turn, a random stat is reduced by 1 point. For health, that means -50. This ship cannot be upgraded or fused.
Every 2 turns, the DOOM CRUISER rolls a die to choose what weapon to fire. Next attack on turn 4.
Health: 21,300/25,000
Stats:
Aim: +0
Armor: +3
Dodge: -3
Initiative: -3
Known Weapons and Equipment:
Medium machine guns: THE DOOM CRUISER fires many medium machine guns. 24 attacks at random targets, 25 damage per hit. -2 to aim.
Heavy machine guns: THE DOOM CRUISER fires many heavy machine guns. 24 attacks at random targets, 50 damage per hit. -2 to aim.
Full machine gun barrage!: THE DOOM CRUISER fires both sets of machine guns! No multi attack penalty. Still -2 to aim.
DOOM MISSILES: THE DOOM CRUISER launches a whole bunch of missiles! 15 attacks at random targets, 80 damage per hit. +1 to aim. Location: Stern. Semi-Located. Minimal damage.
DOOM ARMAGEDDON: THE DOOM CRUISER fires 3 powerful homing nuclear missiles at random targets! Those targets almost certainly die if they get hit. I'll tell you the damage if it is relevant. The team has 1 turn to shoot down/jam/redirect/delay them. +4 to aim. Location: Stern
Ranges:
Blackbeard, Varkan, MIDNIGHT: Close
E.P.A.S. AI: Mid
Captain Niko: Mid
Blorb Boy: Close
SQUAD POWER: 32%
Buffs and Debuffs:
DOOM CRUISER:
Boarded: Will take damage over time based on crew competence. 2 squads on board.
Acid Shot: Shooting the stern inflicts an extra 10% damage until the end of next turn.
Attack is next turn, so feel free to unload!
The battle continues!
Initiatives:
E.P.A.S. AI: 4+4=8
EDGECAT PIRATE MECHA SHIP: 5+3=8
Blorb Boy: 4+1=5
Captain Nico: 4
DOOM CRUISER: 1-3=-2
Upgrade again, then get up close and unleash a sustained barrrage of plasma across the stern!
-5%: Another surge of energy fills your ship. You're pretty sure it could only take one more upgrade.
6: You scan the DOOM CRUISER, revealing another weapon. You also manage to find one of the missile firing systems on the stern, and open fire!
3+3v2-3: Direct hit.
1+3: The control system fries completely! The missile system now has -1 to aim, and is notably damaged. The salvo size may reduce by up to three.
220 damage.
CAT-EARS: ON! HARPOOOOOOONS: KEEP SHOOTING! BOOZE: FOR EVERYONE!
Blackbeard chugs a bottle of super booze, giving him a +1 to everything.
8: You scan with the Cat-Ear radar, revealing the location's of some more missile tubes.
6+3v4-3, 5+3v8-3, 3+3v2-3: All three harpoons hit the stern.
4+3, 3+3, 1+3: 175 damage.
>FIRE THE EDGY GUNS AT THE STERN
EDGEMAN also partakes in the booze.
2+3v4-3, 2+3v7-3, 1+3v6-3, 7+3v2-3, 1+3v3-3, 5+3v8-3: EDGEMAN unloads the EDGY GUNS, and the entire barrage of 6 shots hits!
7+3, 1+3, 3+3, 4+3, 3+3, 6+3: 355 damage.
"Let's open up a path!"
Chug down a glass of the super booze, and swings the KATANA-CLAW POWERFISTS at full force!
The booze is delicious.
7+3v7+3, 7+3v2+3: The kanata claw powerfists positively SHRED the DOOM CRUISER's armor. 700 damage.
Blorb Boy is going nom-nom at stern section and then vomit up(1) his lunch.
5-1v5+3: Devouring inflicts 125 damage.
5-1v6-3: The vomit hits the stern once more.
7v3+3: 60 damage. Debuff refreshed.
-50 hp. +100 hp. -1 dodge. (By the way, I forgot about the damage from the gas system. I'll just dump another 200 or so bio damage on the DOOM CRUISER as compensation.)
I'll take a Hyper Upgrade for myself then.
Fire the final Catmeat shot at the DOOM CRUISER's stern!
-5%: The upgrade is much needed. You decide to test this new power.
2+2v7-3: The catmeat connects! The valiant sacrifices of cat kind will not be forgotten soon!
6v3+3: 220 damage.
The boarding teams fight now!
5v5, 1v4: The automated defenses on board the cruiser rout a few more men, but some damage is dealt nonetheless. 75 damage.
Finally, with much trepidation, the DOOM CRUISER begins to take action. And it looks like all your hard work is damaging a particular system is about to pay off, because it decided to fire the DOOM MISSILES! A devastating salvo of 13 missiles is launched toward the players. The EDGECAT PIRATE MECHA SHIP takes over half the barrage! (By the way, I've decided to start sorting attack/dodge/etc rolls by lethality. Enjoy. Also, you may have noticed that shields don't have an armor roll. Just a little thing I did to balance them.)
7v1+3, 7v3+3, 6v2+3, 5v1+3, 4v1+3, 1v3+3, 1v3+3: The EDGY SHIP takes five direct hits for 400 damage!
Blorby Boy apparently warrants no less than 5 missiles!
8v5+1, 8v3+1, 7v5+1, 2v6+1, 2v2+1: They are impacted by 3 of them!
3-1, 2-1, 2-1: The fleshy "armor" of the living tumor is nothing before the high explosive attacks of the DOOM CRUISER! 300 damage.
Finally, Captain Nico has basically avoided notice. They dodge the final missile effortlessly thanks to their upgrade. 2v6+2.
1930 damage was dealt this turn, gaining 39% SQUAD POWER CHARGE!
Reinforcements have arrived! The first is Agent [REDACTED] aboard a spaceship built by the SCP Foundation. How did they get to this universe! [REDACTED], that's how! Can they get back? Wait and see. They'll need to survive the DOOM CRUISER first, if such a thing is possible.
The next is Darkwarlock3, aboard the Fast Rock Armored Magma Chomper! Said ship is a synthetic ship that runs so hot it is literally coated in magma. Lava really, since the substance is exposed to the surface. This is despite it being exposed to vacuum. Shields are great like that.
Oh, that's it? Hm. Well, guess you'll have to wait a little longer King Zultan. 8 players in game right now and that's my limit at the moment.
Players:
Pilots: Captain Blackbeard, Pilot Varkan, and MIDNIGHT EDGEMAN
Description: The EDGECAT PIRATE MECHA SHIP is a fusion of three ships. It takes a large, roughly humanoid shape. The head is red and spiky, under the control of Captain Blackbeard! Eclipsing the craft on both sides are a pair of enourmous power fists guarded by gauntlets and tipped by claws mode of katanas. The remnants of Blackbeard's Ship Ram are also mounted on the outer edges of this awesome vehicle, and can be combined for an attack once charged. All this is controlled by Pilot Varkan! The body is highly bulky and spiked all around, protected by a trenchcoat. An extra pair of arms hold the EDGY GUNS. This area is under the control of MIDNIGHT EDGEMAN! The whole vehicle is covered in red and black paint, with a cape reminiscent of a nautical sail.
Hull: 1000/1000
Shields: 200/500
Regen: 100
Aim: +2
Armor: +2
Dodge: +1(+1)
Initiative: +3
Equipment:
Captain Blackbeard controls:
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Space Harpoon Gun: Does a little damage and stabilizes the ship. Can be used to tow ships or be towed. 50 damage per hit. Can be fired three times per turn. Best at close range. Now shoulder mounted, and can be reeled in at high speed to slightly boost melee damage.
Super Space Booze: Emboldens the pilots, giving them a +1 to most actions. Lasts 2 turns. Does not stack. Can be declined. 6 bottles. Active on all until end of next turn.
Pilot Varkan Controls:
Katana-Claw Powerfists: This system accounts for a huge amount of this robot's mass. It is a giant pair of arms mounted to the vehicles sides. The fists are guarded by gauntlets and tipped with three claws each in the form of the katana from EDGEMAN's ship. Swings twice per turn, and inflicts 300 damage. If swung at full force, it can punch so hard it rips space. This is extremely powerful, but strenuous. This ability is 100% charged.
Ship Ram: A truly humongous mounted spear. It is split into two halves, which each half attached to the outermost part of one of the Powerfists. They can be merged into a powerful ramming weapon at the cost of all other actions. Deals massive damage and reduces armor on hit, but can't be used consecutively. 25% charged.
MIDNIGHT EDGEMAN controls:
EDGY GUNS: A painful looking pair of red and black guns. They launch spikes that embed into the target and explode. 50 damage per hit. Each fires up to 3 shots per turn. Best at short or mid range. 12 ammo. These guns are still held by they vehicle the originated from. The smaller arms of the EDGY FIGHTER CRAFT OF EDGE are mounted beneath the vastly larger power fists.
EDGY AOE: On command, this vehicle shoots out spikes from all over its body like a pufferfish to attack all nearby enemies! 300 damage. 3 turn cooldown.
EDGY COAT: Can be activated to reinforce defenses by posing dramatically. 3 turn cooldown. Now worn by the entire machine.
Auto:
Spinning Blades: A series of sharp circling blades that line this vehicle. Inflicts about 75 damage to nearby targets every turn, possibly more.
DEATH RECHARGER: Destroying ships recovers 100 points of hull and shield if done at close range. Halved otherwise.
Name: E.P.A.S. AI
Description: Experimental Plasma and Scanner Corvette. The Experimental Plasma and Scanner Corvette is a high speed craft with support capabilities. Due to experimental parts, it isn't very durable.
Hull: 350/350
Shields: 250/250
Regen: 50
Aim: +1(+2)
Armor: -2(+2)
Dodge: +2(+2)
Initiative: +3(+2)
Equipment:
Plasma Gun: Fires a single 200 damage bolt of plasma. Fired at low velocity, so it works best at close or mid range.
Experimental Scanner: Scans targets for information. Can reveal sub-system locations. Very powerful, but results may not be perfectly accurate.
Untested Systems: Failed rolls may inflict damage to this ship.
Name: Captain Nico
Description: Feline Optimization Engineering Vessel. The Feline Optimization Engineering Vessel is a humanoid ship that can augment other ships with feline parts. It also has a repair function.
Hull: 350/350
Shields: 250/250
Regen: 50
Aim: +1(+1)
Armor: +2(+1)
Dodge: +0(+2)
Initiative: +0(+1)
Equipment:
Catastrophe Cannon: Launches cubes of condensed cat meat at absurd speeds. Why? Because it can. 200 damage per hit. 0 ammo. Best at short or mid range.
Claws: These work as you'd expect. 100 damage.
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Repair Kit: Comes with 500 metal. Restores 1 hull to the target for each point of metal used. Non-Organic ammo can also be refilled.
Augmentation Machine: Allows the attachment of Claws and Cat-Ear Radar to a ship. 2 uses left.
Name: Blorb Boy
Description: Weird-Ass Tumorous Space Blob. The Weird-Ass Tumorous Space Blob is an organic ship. It is covered in cancerous growths, which give it immense regenerative power. However, this tends to cause defects over time.
Health: 250/450(-1)
Shields: 0/0
Regen: 100
Aim: +0(-1)
Armor: -1
Dodge: +3(-2)
Initiative: +1
Gas Propulsion System: As disgusting as it sounds. Nearby enemies and allies may take biological damage.
Devour: Rip apart and consume the target. 150 damage. Inflicts greatly increased damage to smaller targets, which restore health if killed.
Acid Shot: Consumes 50 points of health to fire a burst of acid. 100 damage and reduces target armor for awhile. Can be done 3 times per turn. Best at short range.
Overhealing: Regeneration can exceed max hp. Exceeding it by too much has consequences.
Actually a Tumor: Every turn, a random stat is reduced by 1 point. For health, that means -50. This ship cannot be upgraded or fused.
Name: Agent [REDACTED]
Description: SCP Anomaly Esoteric Transport Carrier
The SCP Anomaly Esoteric Transport Carrier is a ship built by the SCP Foundation. It wasn't supposed to show up in this universe, but that's just how anomalies are sometimes. Protect humanity!
Hull: 300/300
Shields: 200/200
Regen: 50
Aim: +3
Armor: +2 (+1)
Dodge: -1
Intiative: +1
Equipment:
44: World War II Era Molecular-Fission Cannon. 500 damage, but takes 3 turns to reload. 6 ammo. Best at close range.
148 Armor: This ship is lightly coated with Telekill Alloy. This keeps the anomalous properties of this ship localized, and also protects it slightly from a variety of things.
914 Replica: Can modify objects according to the rules of said SCP. GM decides results. Starts with 10 uses and generic materials that the player can define. Veto allowed.
2722 Parts: Sub systems copied or recovered from a curious space ship.
Instance 12-1131: A set of laser point-defence systems, mounted on the outside of the hull, each 1 meter in diameter. Each capable of power in excess of █████ kW. Consumes shields.
Instance 93-0983: Roughly spherical automatons equipped with nanometric motile parts acting as drones of various sections. Drones able to adhere to most surfaces, perform delicate repair and cleaning tasks. Internal storage seems to act as a valid chemical reactor. Extremely efficient, able to self-repair, grow in size and replicate through a mechanical "mitosis" after a period of growth. Automatically repairs hull by 50 each turn.
Anomalous Transport: This ship is carrying a variety of things are simply not meant to be. Damaging or destroying this ship may have metaphysical consequences.
Name: Darkwarlock3
Description: Rock, magma, armored, fast, Chomp. The Fast Rock Armored Magma Chomper is a synthetic ship that runs so hot it is literally coated in magma. Lava really, since the substance exposed. This is despite it being exposed to vacuum. Shields are great like that.
Hull: 300/300
Shields: 150/150
Regen: 25 hull and shields when above 100 hull.
Aim: +1
Armor: +2
Dodge: -1
Initiative: +0
Equipment:
Magma Chomper: A superheated weapon at the front of the ship. Shaped like a powerful jaw, it rips into targets effortlessly. 200 damage+50 to highly heated targets. Inflicts heat. Restores hull by 50 on kill.
Eruption Shot: Fires molten rock at the target. 3 shot burst. 50 damage per hit. Inflicts heat.
Molten Missile: Superheated projectiles that immensely heat up the target. 150 damage. 3 ammo. One shot per turn.
Every 2 turns, the DOOM CRUISER rolls a die to choose what weapon to fire. Next attack on turn 6.
Health: 19,370/25,000/25,000
Stats:
Aim: +0
Armor: +3
Dodge: -3
Initiative: -3
Known Weapons and Equipment:
Medium machine guns: THE DOOM CRUISER fires many medium machine guns. 24 attacks at random targets, 25 damage per hit. -2 to aim.
Heavy machine guns: THE DOOM CRUISER fires many heavy machine guns. 24 attacks at random targets, 50 damage per hit. -2 to aim.
Full machine gun barrage!: THE DOOM CRUISER fires both sets of machine guns! No multi attack penalty. Still -2 to aim.
DOOM DRONES: THE DOOM CRUISER deploys 6 drones to attack the party! Drones have 100hp, no shields, and a light machine gun. They have +1 to dodge and initiative.
DOOM MISSILES: THE DOOM CRUISER launches a whole bunch of missiles! 15 attacks at random targets, 80 damage per hit. +1 to aim. (-1 to aim.) Location: Stern. Semi-Located. Some damage. Salvo size may reduce by 3.
DOOM ARMAGEDDON: THE DOOM CRUISER fires 3 powerful homing nuclear missiles at random targets! Those targets almost certainly die if they get hit. I'll tell you the damage if it is relevant. The team has 1 turn to shoot down/jam/redirect/delay them. +4 to aim. (-1 to aim.) Location: Stern
Ranges:
Blackbeard, Varkan, MIDNIGHT: Close
E.P.A.S. AI: Mid
Captain Niko: Mid
Blorb Boy: Close
Agent [REDACTED]: Far
Darkwarlock3: Far
SQUAD POWER: 61%
Buffs and Debuffs:
DOOM CRUISER:
Boarded: Will take damage over time based on crew competence. 1.5 squads on board.
Acid Shot: Shooting the stern inflicts an extra 10% damage until the end of next turn.
Deep apologies about the delay. I spent much of the time since the last update without internet, and much of the rest on building waitlist ships/rolling the missile barrage. It shouldn't take even half as long next turn. Let's keep going.
Also, if a fused ship fuses again, how much super meter points does it cost? Is it, for example, 60 for a 3 ship-fusioned ship and a normal ship to fuse?
Fused ships count as the number of ships it took to form them. A 3 ship fusion plus another ship would be 80 points. I initially really wanted to make them count as one ship for meter point costs in fusion, but A: That'd be really busted, B: We have so few players as it is, and C: I'm not sure my mind is ready for the sort of creativity that would demand. Sorry. As an aside, if you ever decide you want to be not fused anymore for some reason, that can be done for 5% per de-fusioned ship.
By the by, if you want my mental image of the EDGECAT PIRATE MECHA SHIP here you are. Take the Pokemon Necrozma. Add a pirate hat, lots of mounted guns, spikes everywhere, giant cludgy triangles on the arms to form the ram, and an extra pair of little arms. Basically, this ship is what Necrozma would look like if it were even more like a Digimon.
Anyway, given how much more damage players do this time around, I may have given the DOOM CRUISER too little health. Well, I'll just have to make up my mind regarding a few ideas I had to compensate for this possibility before I began. They should become apparent below 10k hp at the latest.
here's what I'm having my materials be, under the assumption that the use limit is a materials limit, if it isn't I'll probably add more and remove the amounts for them.
Loaded Helicopter Missile Pod
A Grenade Launcher
Four grenades(taking them separately)
A rifle
ammunition for the rifle
A toy robot
A space suit
Activate overdrive with super meter, then put the rifle into the 914 replica on very fine.
Waitlist me pls
Name: potato
Description: Potato
Something something battle.
Initiatives:
E.P.A.S. AI: 4+5=8
EDGECAT PIRATE MECHA SHIP: 8+4=12
Captain Nico: 5+1=6
Captain [REDACTED]: 5+1=6
Blorb Boy: 5+1=6
Darkwarlock3: 4+0=4
DOOM CRUISER: 2-3=-1
finish upgrading, melting the missile firing system, then scan for weakpoints.
-5%: The final wave of upgrades arrives, and you are all but certain that your systems are operating at 100% efficiency.
7+4v1-3, Armor 2+3: The plasma bolt fries more of the missile firing system for 250 damage. A few more good attacks at the stern should finish the system off.
7+4: Your scans reveal that the fore is probably the part that has taken the most punishment so far. It also reveals a number of weak points on the stern which will soon be relevant, as well as two more weapon systems. These ones look a lot more threatening than almost anything yet revealed. You beam the data to your teammates.
>CONTINUE UNLOADING SPIKES INTO THE STERN OF THE DOOM CRUSER
(Please bold your actions. Also all your abilities started off cooldown, which I probably should have told you. The cooldown isn't actually how long you'll have to wait to use them the first time.)
3+3v4-3, 2+3v4-3, 5+3v8-3, 7+3v4-3, 3+3v4-3, 7+3v8-3, Armor 5+3, 8+3, 4+3, 1+3, 5+3, 5+3: The edgy guns fire off yet another painful barrage, dealing 300 damage.
First off, let's get a pit crew on the S.S. Necrozma.
Second: FIRE EVERYTHING! EVERYWHERE! ALL THE TIME!
Also, will we get more boarding pods when the pit crew arrives?
(Yes. I mostly just didn't list the boarding system because you were out of ammo. In retrospect, that whole "fire the pilot" thing was a dumb idea that I've basically deleted.)
7+3v3-3, 7+3v2-3, 5+3v5-3, Armor 6+3, 6+3, 6+3: The harpoons fly! They embed into the DOOM CRUISER, dealing 150 damage.
-20%: A few small ships enter the battlefield and surround the fused ship to begin their work. Since they don't need to repair the hull, they finish easily and leave as quickly as they arrived. A bunch of pirates managed to hitch a ride aboard the resupplying fleet, and eagerly jump into their pods.
Katana-claw the DOOM CRUISER! If there is not enough charge, just PUNCH!
(I believe there's been a bit of confusion. The PUNCH is the move that requires charge and is stronger. Using the claws boosts the charge, not depletes it.)
Pilot Varkan recognizes that the charge meter is full, and unleashes the full power of the POWERFISTS!
6+3v5-3, Armor 5+3: The collosal arms lunge out one after the other, causing a great distortion in the fabric of space. Before they even strike the hull of the DOOM CRUISER, the force of the swing has already propagated forward. Softened by an immense shockwave, the DOOM CRUISER's stern is smashed to smithereens by a devasating one-two PUNCH! The entire DOOM MISSILES module has been destroyed, causing a chain reaction within the DOOM CRUISER! The continuous explosions propagate through what little remains of the stern, blowing the DOOM ARMAGEDDON MODULE to pieces! Unfortunately, nuclear missiles don't explode when damaged, so no further chaos is caused. All this punching mayhem causes 1500 damage in total. Attacking the stern won't give a damage bonus anymore. It also seems unlikely that any modules remain there, so it may be time to pick a new target area.
The spinning blades strike, dealing 150 damage.
Use the Augmentation Machine on Agent [REDACTED]'s ship!
5: You do so. This ship has a rather unusual design, but you manage to find a place to place the augmented parts.
Here's what I'm having my materials be, under the assumption that the use limit is a materials limit, if it isn't I'll probably add more and remove the amounts for them.
Loaded Helicopter Missile Pod, A Grenade Launcher, Four grenades, A rifle, ammunition for the rifle, A toy robot, A space suit
Activate overdrive with super meter, then put the rifle into the 914 replica on very fine.
(The use limit is basically a materials limit, yes. I see no issue with your starting supplies, so lets get started.)
Luck ?(Hidden): After a bit of waiting, the device spits out another rifle. You don't see many outward differences, but it looks like ammo isn't necessary. It might be a bad idea to fire this while inside the ship.
Jam the meatship directly into the stern section and start chomping/vomiting out the chomped material(x3).
You devour the stern, though not much of it is left. 150 damage. Your gasous propulsion deals another 50 damage.
1-1v3-3, 1-1v8-3, 6-1v5-3, Armor 8+3: Despite many attempts to vomit, the projectiles only tear at your insides. You do manage to fire a single blob of acid, but it scatters into the vacuum of space, dealing little damage when it finally manages to impact the DOOM CRUISER. -250 health. +100 health. -50 max health. Your ship is nearly completely melted by stomach acid, but the regeneration kicks in and allows you to survive. Seems that had consequences to your ship's durability though.
fire eruption shot at the Doom cruiser's missile pods while closing the distance between me and the Doom cruiser
6+1v2-3, 4+1v1-3, 6+1v5-3, Armor 1+3, 4+3, 3+3: The molten rock flies through space, and the barrage covers some of the DOOM CRUISER's fore in molten rock. 150 damage.
1v3, 5v5: The squads move out! Many are mowed down by internal machine guns, but the damage is done. 100 of it, to be precise.
2800 damage was dealt this turn! A whopping 57% SQUAD POWER CHARGE has been added!
Players:
Pilots: Captain Blackbeard, Pilot Varkan, and MIDNIGHT EDGEMAN
Description: The EDGECAT PIRATE MECHA SHIP is a fusion of three ships. It takes a large, roughly humanoid shape. The head is red and spiky, under the control of Captain Blackbeard! Eclipsing the craft on both sides are a pair of enourmous power fists guarded by gauntlets and tipped by claws mode of katanas. The remnants of Blackbeard's Ship Ram are also mounted on the outer edges of this awesome vehicle, and can be combined for an attack once charged. All this is controlled by Pilot Varkan! The body is highly bulky and spiked all around, protected by a trenchcoat. An extra pair of arms hold the EDGY GUNS. This area is under the control of MIDNIGHT EDGEMAN! The whole vehicle is covered in red and black paint, with a cape reminiscent of a nautical sail.
Hull: 1000/1000
Shields: 500/500
Regen: 100
Aim: +2
Armor: +2
Dodge: +1(+1)
Initiative: +3
Equipment:
Captain Blackbeard controls:
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Space Harpoon Gun: Does a little damage and stabilizes the ship. Can be used to tow ships or be towed. 50 damage per hit. Can be fired three times per turn. Best at close range. Now shoulder mounted, and can be reeled in at high speed to slightly boost melee damage.
Boarding Guns: These fire pods containing crew members into the target. Said pods are tipped by drills. 6 ammo, can't be replenished easily. Damage varies, but is highest against weakened areas. The DOOM CRUISER's thickest armor won't be penetrated by this weapon yet. 3 shots per turn. Best at close range.
Super Space Booze: Emboldens the pilots, giving them a +1 to most actions. Lasts 2 turns. Does not stack. Can be declined. 6 bottles.
Pilot Varkan Controls:
Katana-Claw Powerfists: This system accounts for a huge amount of this robot's mass. It is a giant pair of arms mounted to the vehicles sides. The fists are guarded by gauntlets and tipped with three claws each in the form of the katana from EDGEMAN's ship. Swings twice per turn, and inflicts 300 damage. If swung at full force, can punch so hard it rips space. Extremely powerful, but strenuous. 0% charged.
Ship Ram: A truly humongous mounted spear. It is split into two halves, which each half attached to the outermost part of one of the Powerfists. They can be merged into a powerful ramming weapon at the cost of all other actions. Deals massive damage and reduces armor on hit, but can't be used consecutively. 50% charged.
MIDNIGHT EDGEMAN controls:
EDGY GUNS: A painful looking pair of red and black guns. They launch spikes that embed into the target and explode. 50 damage per hit. Each fires up to 3 shots per turn. Best at short or mid range. 18 ammo. These guns are still held by the vehicle they originated from. The smaller arms of the EDGY FIGHTER CRAFT OF EDGE are mounted beneath the vastly larger power fists.
EDGY AOE: On command, this vehicle shoots out spikes from all over its body like a pufferfish to attack all nearby enemies! 300 damage. 3 turn cooldown.
EDGY COAT: Can be activated to reinforce defenses by posing dramatically. 3 turn cooldown. Now worn by the entire machine.
Auto:
Spinning Blades: A series of sharp circling blades that line this vehicle. Inflicts about 75 damage to nearby targets every turn, possibly more.
DEATH RECHARGER: Destroying ships recovers 100 points of hull and shield if done at close range. Halved otherwise.
Name: E.P.A.S. AI
Description: Experimental Plasma and Scanner Corvette. The Experimental Plasma and Scanner Corvette is a high speed craft with support capabilities. Due to experimental parts, it isn't very durable.
Hull: 350/350
Shields: 250/250
Regen: 50
Aim: +1(+3)
Armor: -2(+3)
Dodge: +2(+3)
Initiative: +3(+3)
Equipment:
Plasma Gun: Fires a single 200 damage bolt of plasma. Fired at low velocity, so it works best at close or mid range.
Experimental Scanner: Scans targets for information. Can reveal sub-system locations. Very powerful, but results may not be perfectly accurate.
Untested Systems: Failed rolls may inflict damage to this ship.
Name: Captain Nico
Description: Feline Optimization Engineering Vessel. The Feline Optimization Engineering Vessel is a humanoid ship that can augment other ships with feline parts. It also has a repair function.
Hull: 350/350
Shields: 250/250
Regen: 50
Aim: +1(+1)
Armor: +2(+1)
Dodge: +0(+2)
Initiative: +0(+1)
Equipment:
Catastrophe Cannon: Launches cubes of condensed cat meat at absurd speeds. Why? Because it can. 200 damage per hit. 0 ammo. Best at short or mid range.
Claws: These work as you'd expect. 100 damage.
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Repair Kit: Comes with 500 metal. Restores 1 hull to the target for each point of metal used. Non-Organic ammo can also be refilled.
Augmentation Machine: Allows the attachment of Claws and Cat-Ear Radar to a ship. 1 use left.
Name: Blorb Boy
Description: Weird-Ass Tumorous Space Blob. The Weird-Ass Tumorous Space Blob is an organic ship. It is covered in cancerous growths, which give it immense regenerative power. However, this tends to cause defects over time.
Health: 100/400(-2)
Shields: 0/0
Regen: 100
Aim: +0(-1)
Armor: -1
Dodge: +3(-2)
Initiative: +1
Gas Propulsion System: As disgusting as it sounds. Nearby enemies and allies may take biological damage.
Devour: Rip apart and consume the target. 150 damage. Inflicts greatly increased damage to smaller targets, which restore health if killed.
Acid Shot: Consumes 50 points of health to fire a burst of acid. 100 damage and reduces target armor for awhile. Can be done 3 times per turn. Best at short range.
Overhealing: Regeneration can exceed max hp. Exceeding it by too much has consequences.
Actually a Tumor: Every turn, a random stat is reduced by 1 point. For health, that means -50. This ship cannot be upgraded or fused.
Name: Agent [REDACTED]
Description: SCP Anomaly Esoteric Transport Carrier
The SCP Anomaly Esoteric Transport Carrier is a ship built by the SCP Foundation. It wasn't supposed to show up in this universe, but that's just how anomalies are sometimes. Protect humanity!
Hull: 300/300
Shields: 200/200
Regen: 50
Aim: +3
Armor: +2 (+1)
Dodge: -1 (+1)
Intiative: +1
Equipment:
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Claws: These work as you'd expect. 100 damage.
44: World War II Era Molecular-Fission Cannon. 500 damage, but takes 3 turns to reload. 6 ammo. Best at close range.
148 Armor: This ship is lightly coated with Telekill Alloy. This keeps the anomalous properties of this ship localized, and also protects it slightly from a variety of things.
914 Replica: Can modify objects according to the rules of said SCP. GM decides results. Starts with generic materials that the player can define. Veto allowed.
914 materials: Loaded Helicopter Missile Pod, A Grenade Launcher, Four grenades, Rifle ammunition, A toy robot, A space suit.
914 results: A high tech looking rifle created on very fine. Ammo not needed. Probably very powerful.
2722 Parts: Sub systems copied or recovered from a curious space ship.
Instance 12-1131: A set of laser point-defence systems, mounted on the outside of the hull, each 1 meter in diameter. Each capable of power in excess of █████ kW. Consumes shields.
Instance 93-0983: Roughly spherical automatons equipped with nanometric motile parts acting as drones of various sections. Drones able to adhere to most surfaces, perform delicate repair and cleaning tasks. Internal storage seems to act as a valid chemical reactor. Extremely efficient, able to self-repair, grow in size and replicate through a mechanical "mitosis" after a period of growth. Automatically repairs hull by 50 each turn.
Anomalous Transport: This ship is carrying a variety of things are simply not meant to be. Damaging or destroying this ship may have metaphysical consequences.
Name: Darkwarlock3
Description: Rock, magma, armored, fast, Chomp. The Fast Rock Armored Magma Chomper is a synthetic ship that runs so hot it is literally coated in magma. Lava really, since the substance exposed. This is despite it being exposed to vacuum. Shields are great like that.
Hull: 300/300
Shields: 150/150
Regen: 25 hull and shields when above 100 hull.
Aim: +1
Armor: +2
Dodge: -1
Initiative: +0
Equipment:
Magma Chomper: A superheated weapon at the front of the ship. Shaped like a powerful jaw, it rips into targets effortlessly. 200 damage+50 to highly heated targets. Inflicts heat. Restores hull by 50 on kill.
Eruption Shot: Fires molten rock at the target. 3 shot burst. 50 damage per hit. Inflicts heat. Best at close to mid range.
Molten Missile: Superheated projectiles that immensely heat up the target. 150 damage. 3 ammo. One shot per turn.
Next attack on turn 6.
Health: 16,570/25,000
Stats:
Aim: +0
Armor: +3
Dodge: -3
Initiative: -3
Known Weapons and Equipment:
Medium machine guns: THE DOOM CRUISER fires many medium machine guns. 24 attacks at random targets, 25 damage per hit. -2 to aim.
Heavy machine guns: THE DOOM CRUISER fires many heavy machine guns. 24 attacks at random targets, 50 damage per hit. -2 to aim.
Full machine gun barrage!: THE DOOM CRUISER fires both sets of machine guns! No multi attack penalty. Still -2 to aim.
DOOM DRONES: THE DOOM CRUISER deploys 6 drones to attack the party! Drones have 100hp, no shields, and a light machine gun. They have +1 to dodge and initiative.
DOOM MISSILES: THE DOOM CRUISER launches a whole bunch of missiles! 15 attacks at random targets, 80 damage per hit. +1 to aim. (-1 to aim.) Location: Stern. Destroyed.
DOOM ARMAGEDDON: THE DOOM CRUISER fires 3 powerful homing nuclear missiles at random targets! Those targets almost certainly die if they get hit. I'll tell you the damage if it is relevant. The team has 1 turn to shoot down/jam/redirect/delay them. +4 to aim. (-1 to aim.) Location: Stern. Destroyed.
DOOM PARTICLE BEAMS: THE DOOM CRUISER fires a blast of tiny particles at relativistic speeds! Particle beams ignore almost all defenses. 12 attacks at random targets, 100 damage per hit. +4 to aim.
DOOM DIMENSION RIP: THE DOOM CRUISER fires a weapon that tears space itself to attack every ship on the field! all valid players take 1 nigh unavoidable attack for 300 damage.
Ranges:
Blackbeard, Varkan, MIDNIGHT: Close
E.P.A.S. AI: Mid
Captain Niko: Mid
Blorb Boy: Close
Agent [REDACTED]: Far
Darkwarlock3: Close
SQUAD POWER: 93%
Buffs and Debuffs:
DOOM CRUISER:
Boarded: Will take damage over time based on crew competence. 1 squad on board.
Heated up: Slight increase to damage caused by hot attacks.
Notes: I forgot about the spinning blades last turn, so I had them attack twice. Also I may have made the pit crew too powerful. Fusion too but eh. The prices of some powers have been altered slightly. Also the space booze has worn off. If you want to use more, you'll need to chug some more down.
Waitlist me pls
Name: Potato
Description: Potato
Damn it man. Well, I've got an idea for that, oddly enough. Heh, looks like the blob ship will have a fusion candidate if it lives through the next turn.
This is gonna be a good one.
Initiatives:
E.P.A.S. AI: 7+6=13
Captain Nico: 7+1=8
Darkwarlock3: 7+0=7
DOOM CRUISER: 8-3=5 (Oh wow the DOOM CRUISER didn't go last this time. That ought to be fun.)
Captain [REDACTED]: 4+1=5
EDGECAT PIRATE MECHA SHIP: 1+4=5
Blorb Boy: 2+1=3
Reject fusion with cat-ship, citing the combination to be "low damage". Request fusion with SCP Carrier or Magma Chomper. Attempt to pinpoint reality-disrupting weapon locations, aka the particle beams and dimension ripper module. begin assailing said weapons with plasma.
(Decided that fusion does need permission, since it is an especially important decision with long term consequences for all involved. .)
2+4: The dimension ripper module is located very close to the ship's core in the middle of the keel. It seems rather difficult to get at.
8+4v6-3, 3+6: You fly over there anyway, and take a shot at the area which deals 210 damage.
Fuse with the Experimental Plasma and Scanner Corvette... if the pilot wants to? Otherwise, move to close range and attack the DOOM CRUISER with my claws!
7+3: Your claws rip and tear at the fore of the ship for 75 damage.
I tear into the doom cruiser by using the magma chomper
Permission granted for fusion.
8+3: You tear into the DOOM CRUISER using the magma chomper. However, the armor is highly reinforced! You only chomp away 150 damage. However, the DOOM CRUISER seems to be heating up at least.
Let's actually shoot back at these guys please? They're making a laughing stock of us.
At last, the DOOM CRUISER has finally had enough. This endless punishment won't be tolerated any further. The DOOM CRUISER retreats, flying far back so that it has clear shots on every target it has chosen. Four ports open up on the ship's fore, revealing the DOOM PARTICLE BEAMS that were previously discovered. Each of them fires 3 carefully aimed shots into the void, but who are their targets!
Oh no! 8 of them are headed toward the EDGECAT PIRATE MECHA SHIP! Will the pilots be able to avoid this assault?
4+4v5+2, 1+4v1+2, 1+4v4+2, 7+4v4+2, 4+4v8+2, 7+4v1+2, 3+4v4+2, 5+4v5+2, Armor 6+2, 6+2, 6+2, 1+2, 8+2, 6+2, 2+2: The deadly accurate assault almost connects completely. The relativistic particles bypass the shields completely, dealing 650 damage!
7+4v1+5, Armor 6+1, 4+4v7-6, Armor 4+3: E.P.A.S. AI and Captain Nico also take a particle a piece for 100 damage each.
7+4v3-1, 2+4v7-1 Armor 5+2, 4+2: Finally, Warlock is hit by the remaining two particles. Luckily once was a glancing blow, so they take only 150 damage from them. The magma in their hull then hardens, fixing 25 points of damage.
(For the record, this was still a random result. I didn't deliberately take your advice.)
FIRE ALL HARPOONS AT WHATEVER SEEMS EASIEST TO GET THROUGH!
5+2v7-3, 6+2v7-3, 5+2v7-3, Armor 1+3, 3+3, 7+3: The harpoons penetrate the fore for a clean 150 damage. Most of the harpoons that were in the stern have driften into space upon that area's destruction. Maybe you could do something interesting by reeling them all in at the right time.
Look death in the eyes, and Katana Claw the front of the DOOM CRUISER!
7+3, 6+3: The katana claws sweep across the fore, ripping away 550 damage worth of hull. The internals may soon be revealed.
>Have a boarding squad of Edgelord Marines attack the cruiser while the ship provides edgegun fire support to the stern.
(As stated, you don't control the boarding guns.)
8+2v5-3, 2+2v2-3, 7+2v5-3, 1, Armor 5+3, 8+3, 3+3: The first gun connects with three shots for a total of 120 damage, but the second gun jams! You'll need to clear it.
The spinning blades deal 75 damage.
See if I can manage to get my newly enhanced weapon over to the pirates to use on board the cruiser and get a bit of space booze(to modify) for my trouble. Also scan the Cruiser with my new radar.
You temporarily connect to Captain blackbeards part of the fused ship via docking port, and hand over the newly powered up gun. While there, you snatch a bottle of space booze in exchange.
6+3: Your new scanners shows the team more accurately where the DOOM PARTICLE BEAM system is located, as well as the power source therof. It also discovers another subsystem. This one looks potentially irritating.
Pop the Meat Ship, barfing up my remaining tissue at the DOOMSHIP.
3+3: You rip at the DOOM CRUISER one last time for 150 damage, then unload everything you have.
3-1v4-3v, 6-1v3-3, 4-1v1-3, Armor 8+3, 2+3, 1+3: The glorious acid spray covers the fore of the evil warship, dealing 150 damage. Your ship pops, and explodes in a cloud of flaming toxic gas for another 100 damage. As the first hero to die in defense of THE PLANET, your sacrifice will not be forgotten. A moment of silence for Blorb Boy.
Squad action 8v6: The pirates inflict 200 damage to the DOOM CRUISER's internals. Finally, another round of fusion shall commence.
-20% 61: Finally, the fusion between E.P.A.S. AI and Darkwarlock3 begins! The two glow with an awesome power and slowly begin to merge! Once the glow reaches a crescendo it bursts, revealing an entirely new ship!
With the death of Blorb Boy, another arrival has appeared! From beyond the sands of time, it's George Washington himself, first president of the United States of America! He rides a classic car into space, boggling the minds everyone present. Looks like he's here to stop the DOOM CRUISER anyway, so fight on! King Zultan, get in here and control your vehicle!
1930 damage was dealt this turn! 39% SQUAD POWER CHARGE has been added! The meter has been OVERCHARGED to 112%! I'll only allow this once, so don't let it exceed 100% again!
Players:
Pilots: Captain Blackbeard, Pilot Varkan, and MIDNIGHT EDGEMAN
Description: The EDGECAT PIRATE MECHA SHIP is a fusion of three ships. It takes a large, roughly humanoid shape. The head is red and spiky, under the control of Captain Blackbeard! Eclipsing the craft on both sides are a pair of enourmous power fists guarded by gauntlets and tipped by claws mode of katanas. The remnants of Blackbeard's Ship Ram are also mounted on the outer edges of this awesome vehicle, and can be combined for an attack once charged. All this is controlled by Pilot Varkan! The body is highly bulky and spiked all around, protected by a trenchcoat. An extra pair of arms hold the EDGY GUNS. This area is under the control of MIDNIGHT EDGEMAN! The whole vehicle is covered in red and black paint, with a cape reminiscent of a nautical sail.
Hull: 350/1000
Shields: 500/500
Regen: 100
Aim: +2
Armor: +2
Dodge: +1(+1)
Initiative: +3
Equipment:
Captain Blackbeard controls:
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Space Harpoon Gun: Does a little damage and stabilizes the ship. Can be used to tow ships or be towed. 50 damage per hit. Can be fired three times per turn. Best at close range. Now shoulder mounted, and can be reeled in at high speed to slightly boost melee damage.
Boarding Guns: These fire pods containing crew members into the target. Said pods are tipped by drills. 6 ammo, can't be replenished easily. Damage varies, but is highest against weakened areas. The DOOM CRUISER's thickest armor won't be penetrated by this weapon yet. 3 shots per turn. Best at close range.
Super Space Booze: Emboldens the pilots, giving them a +1 to most actions. Lasts 2 turns. Does not stack. Can be declined. 5 bottles. Active on all until end of turn.
Pilot Varkan Controls:
Katana-Claw Powerfists: This system accounts for a huge amount of this robot's mass. It is a giant pair of arms mounted to the vehicles sides. The fists are guarded by gauntlets and tipped with three claws each in the form of the katana from EDGEMAN's ship. Swings twice per turn, and inflicts 300 damage. If swung at full force, can punch so hard it rips space. Extremely powerful, but strenuous. 33% charged.
Ship Ram: A truly humongous mounted spear. It is split into two halves, which each half attached to the outermost part of one of the Powerfists. They can be merged into a powerful ramming weapon at the cost of all other actions. Deals massive damage and reduces armor on hit, but can't be used consecutively. 75% charged.
MIDNIGHT EDGEMAN controls:
EDGY GUNS: A painful looking pair of red and black guns. They launch spikes that embed into the target and explode. 50 damage per hit. Each fires up to 3 shots per turn. Best at short or mid range. 15 ammo. One is jammed. These guns are still held by the vehicle they originated from. The smaller arms of the EDGY FIGHTER CRAFT OF EDGE are mounted beneath the vastly larger power fists.
EDGY AOE: On command, this vehicle shoots out spikes from all over its body like a pufferfish to attack all nearby enemies! 300 damage. 3 turn cooldown.
EDGY COAT: Can be activated to reinforce defenses by posing dramatically. 3 turn cooldown. Now worn by the entire machine.
Auto:
Spinning Blades: A series of sharp circling blades that line this vehicle. Inflicts about 75 damage to nearby targets every turn, possibly more.
DEATH RECHARGER: Destroying ships recovers 100 points of hull and shield if done at close range. Halved otherwise.
Pilots: E.P.A.S. AI and Darkwarlock3
Description: This ship, the Experimental Plasma-Magma Chomper and Scanner Corvette (EPM-SC) is a synthetic ship that runs extremely hot, and is coated all over in magma and plasma. Just being close to it is unpleasant. It boasts support capabilities and weapons that'll heat up the target.
Hull: 500/500
Shields: 400/400
Regen: 50 base +25 hull and shields when above 200 hull.
Aim: +1(+3)
Armor: +1(+3)
Dodge: +1(+3)
Initiative: +1(+3)
Equipment:
Experimental Scanner: Scans targets for information. Can reveal sub-system locations. Very powerful, but results may not be perfectly accurate.
Plasmagma Gun: Fires a single 200 damage bolt of plasma. Heats up the target. Fired at low velocity, so it works best at close or mid range.
Eruption Shot: Fires molten rock at the target. 3 shot burst. 50 damage per hit. Inflicts heat. Best at close to mid range.
Molten Plasma Missile: Superheated projectiles that immensely heat up the target. 175 damage. 6 ammo. One shot per turn.
Plasmagma Chomper: A super-heated weapon at the front of the ship coated with magma and plasma. Shaped like a powerful jaw, it rips into targets effortlessly. 250 damage+50 to highly heated targets. Inflicts heat. Restores hull by 50 on kill.
Name: Captain Nico
Description: Feline Optimization Engineering Vessel. The Feline Optimization Engineering Vessel is a humanoid ship that can augment other ships with feline parts. It also has a repair function.
Hull: 250/350
Shields: 250/250
Regen: 50
Aim: +1(+1)
Armor: +2(+1)
Dodge: +0(+2)
Initiative: +0(+1)
Equipment:
Catastrophe Cannon: Launches cubes of condensed cat meat at absurd speeds. Why? Because it can. 200 damage per hit. 0 ammo. Best at short or mid range.
Claws: These work as you'd expect. 100 damage.
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Repair Kit: Comes with 500 metal. Restores 1 hull to the target for each point of metal used. Non-Organic ammo can also be refilled.
Augmentation Machine: Allows the attachment of Claws and Cat-Ear Radar to a ship. 1 use left.
Name: Agent [REDACTED]
Description: SCP Anomaly Esoteric Transport Carrier
The SCP Anomaly Esoteric Transport Carrier is a ship built by the SCP Foundation. It wasn't supposed to show up in this universe, but that's just how anomalies are sometimes. Protect humanity!
Hull: 300/300
Shields: 200/200
Regen: 50
Aim: +3
Armor: +2 (+1)
Dodge: -1 (+1)
Intiative: +1
Equipment:
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Claws: These work as you'd expect. 100 damage.
44: World War II Era Molecular-Fission Cannon. 500 damage, but takes 3 turns to reload. 6 ammo. Best at close range.
148 Armor: This ship is lightly coated with Telekill Alloy. This keeps the anomalous properties of this ship localized, and also protects it slightly from a variety of things.
914 Replica: Can modify objects according to the rules of said SCP. GM decides results. Starts with generic materials that the player can define. Veto allowed.
914 materials: Loaded Helicopter Missile Pod, A Grenade Launcher, Four grenades, Rifle ammunition, A toy robot, A space suit. One bottle of space booze.
914 results: None on board.
2722 Parts: Sub systems copied or recovered from a curious space ship.
Instance 12-1131: A set of laser point-defence systems, mounted on the outside of the hull, each 1 meter in diameter. Each capable of power in excess of █████ kW. Consumes shields.
Instance 93-0983: Roughly spherical automatons equipped with nanometric motile parts acting as drones of various sections. Drones able to adhere to most surfaces, perform delicate repair and cleaning tasks. Internal storage seems to act as a valid chemical reactor. Extremely efficient, able to self-repair, grow in size and replicate through a mechanical "mitosis" after a period of growth. Automatically repairs hull by 50 each turn.
Anomalous Transport: This ship is carrying a variety of things are simply not meant to be. Damaging or destroying this ship may have metaphysical consequences.
Name: George Washington
Description: 1978 Lincoln Continental Car Guns
Hull: 100/100
Shields: 200/200
Regen: 50
Aim: +2
Armor: -1
Dodge: +1
Initiative: +2
Equipment:
Hood Machine Guns: Not from the hood, but on the hood. 15 damage per hit. A three shot burst from each for a total of six shots.
Rear Machine Guns: The same as above, but pointed backwards. It'd be quite the feat to hit the same enemy with both of these on the same turn. Drifting recommended.
Roof Rifle: Not quite a railgun, but fairly strong. Can swivel in any direction, but requires the car to be stable to fire. 100 damage. 6 shots.
Missile Mounts: Hidden beneath the body of the car. One missile can be fired per turn for 120 damage. These have a homing effect. 6 shots.
Flares: Pop these to dissuade attackers. Can be activated automatically. Only one use.
Time Machine: Obviously Washington used this to get here somehow. Probably an interesting tale, but this isn't his story. Anyway, this time machine only goes forward. Be careful what turn you choose to arrive on. Has a cooldown of 3 turns after the car arrives.
Next attack on turn 8.
Health: 14,640/25,000
Stats:
Aim: +0
Armor: +3
Dodge: -3
Initiative: -3
Known Weapons and Equipment:
Medium machine guns: THE DOOM CRUISER fires many medium machine guns. 24 attacks at random targets, 25 damage per hit. -2 to aim.
Heavy machine guns: THE DOOM CRUISER fires many heavy machine guns. 24 attacks at random targets, 50 damage per hit. -2 to aim.
Full machine gun barrage!: THE DOOM CRUISER fires both sets of machine guns! No multi attack penalty. Still -2 to aim.
DOOM REPAIR: THE DOOM CRUISER launches a fleet of nanobots to repair damage to it. The ships of destroyed players will be used for materials. This status lasts for 4 turns, or until the players cancel it. THE DOOM CRUISER doesn't heal very fast, but every bit counts.
DOOM DRONES: THE DOOM CRUISER deploys 6 drones to attack the party! Drones have 100hp, no shields, and a light machine gun. They have +1 to dodge and initiative.
DOOM MISSILES: THE DOOM CRUISER launches a whole bunch of missiles! 15 attacks at random targets, 80 damage per hit. +1 to aim. (-1 to aim.) Location: Stern. Destroyed.
DOOM ARMAGEDDON: THE DOOM CRUISER fires 3 powerful homing nuclear missiles at random targets! Those targets almost certainly die if they get hit. I'll tell you the damage if it is relevant. The team has 1 turn to shoot down/jam/redirect/delay them. +4 to aim. (-1 to aim.) Location: Stern. Destroyed.
DOOM PARTICLE BEAMS: THE DOOM CRUISER fires a blast of tiny particles at relativistic speeds! Particle beams ignore almost all defenses. 12 attacks at random targets, 100 damage per hit. +4 to aim. Located in the fore.
DOOM DIMENSION RIP: THE DOOM CRUISER fires a weapon that tears space itself to attack every ship on the field! all valid players take 1 nigh unavoidable attack for 300 damage. Located deep in the middle of the keel.
Ranges:
Blackbeard, Varkan, MIDNIGHT: Close to fore
E.P.A.S. AI, Darkwarlock3: Mid below keel
Captain Niko: Close to fore
Agent [REDACTED]: Close to fore
George Washington: Far
SQUAD POWER: 112%
Buffs and Debuffs:
DOOM CRUISER:
Boarded: Will take damage over time based on crew competence. 1 squad on board.
Heated up: Moderate increase to damage caused by hot attacks.
Acid Shot: Fore coated in acid. This area takes an extra 20% damage for one turn.
Notes: That took longer than it should have. Well, next turn won't have an attack from the DOOM CRUISER, so it shouldn't be so difficult.
Edit: There, I'm done. By the way, I'll need more waitlisters soon enough. Feel free to join back into the fight Yottawhat.
Was without internet for a fair bit again. Still, at least this didn't take a whole week. Will try to raise my standards a bit more. I don't have an action from Failbird, but I'll just auto them this one time. Firing the fission cannon at the acid soaked weak spot sort of seems like a no brainer.
Initiatives:
EDGECAT PIRATE MECHA SHIP: 7+3=10
EPM-SC: 4+4=8
Captain Nico: 7+1=8
George Washington: 4+2=6
Captain [REDACTED]: 4+1=5
DOOM CRUISER: 6-3=3
>Shoot the fore using edge guns before grabbing an upgrade.
2: One of the edgeguns is still jammed! You don't manage to clear it yet.
6+2v3-3, 2+2v3-3, 3+2v6-3, Armor 8+3, 7+3, 4+3: The spiky exploding projectiles break open hull of the DOOM CRUISER for 120 damage. After, you finally clear the jam. The upgrade happens.
"Hull at 35% of its full integrity! Which means there is only one sensible thing to do:"
Tear open a path with the KATANA CLAWS by following the Edge Guns' wake!
7+4, 8+3: The KATANA CLAWS tear at the stern of the DOOM CRUISER, devastating it for 650 damage. The Ship Ram is now fully charged!
FIRE THE HARPOOOOOONS, USE THE CAT-EARS TO FIND OPENINGS, AND THEN SHOOT BOARDING PODS AT THEM! [I'll shoot ones with people with rifles in them later, FB.] ALSO, RUM/BOOZE.
(It was just the one rifle. Not multiple. It is a really good one though.)
You down a bottle of booze. That's the stuff. No one else partakes.
3+4: You scan the cruiser, trying to detect any place you could shoot your pods. A few weak spots creates by previous attacks reveal themselves to you, and you open fire! (Armor temporarily reduced by 2 for you.)
3+4v7-3+4v4-3,4+4v8-3 Armor 4+1, 8+1, 1+1: The boarding pods soar toward the doom cruiser, and smash through the weakened defenses! All the men unload and join the remaining squad from before. 150 damage.
Fire a Molten Plasma Missile at where we are going to chomp into
4+4v7-3, Armor 8+3: The missile is unleashed, and sails into the DOOM CRUISER's keel for 230 damage. Things are really heating up over there now.
Open fire with the plasma-magma gun on the keel, continuing to try and tunnel through the thick hull to the dimensional ripper module, it can't be allowed to remain. Scan for other systems that we might be able to hit along the way to soften up the cruiser further.
2+4: You scan the cruiser to see if there are any other nearby modules. It actually finds something interesting nearby.
2+4v4-3, Armor 5+3: The plasma-magma gun fires off at the keel, searing yet more of the armor of that section of the ship. 250 damage. The heat is near maximum!
What's next is fairly obvious. PLANETARY BOMBARDMENT! EAT IT! Then use the claws again.
-100%: The nations of the PLANET get together and coordinate a launch of ALL their missiles. Every single one. All aimed at the DOOM CRUISER. They're now traveling through the solar system, enroaching on the target that menaces the people of THE PLANET. They'll arrive at the end of the turn.
7+3: Afterwards, you fly back in and swing your claws for 100 damage.
Drive up closer to the Doom Cruiser and fire the hood mounted guns and the roof rifle at the closest looking weak point.
(Sometimes I wonder why I bother showing the aim/dodge rolls. The DOOM CRUISER has only ever dodged like three times. Should I stop? I do definitely like the thing I did by putting Armor rolls on the same line at least. That was a long time coming.)
7+2v8-3, 5+2v8-3, 2+2v5-3 Armor 8+3, 8+3, 7+3: You drive through the void of space, mounted guns at the ready. You're not sure you see any particularly weak spots, but firing at the acid soaked stern seems a good idea. This deals 50 damage.
2+2v3-3 Armor 1+3: You follow up with the roof rifle! It penetrates the stern for 120 damage!
Fire the cannon at the weak spot for massive damage!
4+3v7-3: Your crew finally finishes writing up all the forms they need to authorize firing the anomalous cannon you technically are supposed to just transport. At your behest, the cannon unleashes a truly devastating projectile at the DOOM CRUISER's stern. The area is atomized by the power of nuclear fission to an absurd degree, taking 650 damage! The cannon will be fully reloaded at the start of turn 10.
Squad action: 3v2, 6v8, 7v1, 1v1: A few men are killed on arrival, but the squads annihilate many of the internal systems of the DOOM CRUISER! 800 damage. The acid is now gone.
Finally, the PLANETARY BARRAGE arrives! The DOOM CRUISER reacts to the huge threat by acting out of turn, firing countless varieties of weapon to try and shoot down the incoming missiles. Though they are largely successful, there's simply too many missiles to shoot down! Countless atomic explosions erupt all over the DOOM CRUISER's hull! A veritable storm of metal and other materials flies off of the DOOM CRUISER, filling the battlefield with an extreme amount of debris. 5000 damage dealt.
A mysterious automatic system is engaged within the DOOM CRUISER, and a powerful signal is sent out. Who knows what that was for? Furthermore, an auto-repair system appears to have been engaged. A great many drones exit the DOOM CRUISER, trying to put it back together! Don't let that happen!
3020 damage was dealt by players this turn! 61% SQUAD POWER CHARGE has been added!
Players:
Pilots: Captain Blackbeard, Pilot Varkan, and MIDNIGHT EDGEMAN
Description: The EDGECAT PIRATE MECHA SHIP is a fusion of three ships. It takes a large, roughly humanoid shape. The head is red and spiky, under the control of Captain Blackbeard! Eclipsing the craft on both sides are a pair of enourmous power fists guarded by gauntlets and tipped by claws mode of katanas. The remnants of Blackbeard's Ship Ram are also mounted on the outer edges of this awesome vehicle, and can be combined for an attack once charged. All this is controlled by Pilot Varkan! The body is highly bulky and spiked all around, protected by a trenchcoat. An extra pair of arms hold the EDGY GUNS. This area is under the control of MIDNIGHT EDGEMAN! The whole vehicle is covered in red and black paint, with a cape reminiscent of a nautical sail.
Hull: 350/1000
Shields: 500/500
Regen: 100
Aim: +2(+1)
Armor: +2(+1)
Dodge: +1(+2)
Initiative: +3 (+1)
Equipment:
Captain Blackbeard controls:
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Space Harpoon Gun: Does a little damage and stabilizes the ship. Can be used to tow ships or be towed. 50 damage per hit. Can be fired three times per turn. Best at close range. Now shoulder mounted, and can be reeled in at high speed to slightly boost melee damage.
Boarding Guns: These fire pods containing crew members into the target. Said pods are tipped by drills. 6 ammo, can't be replenished easily. Damage varies, but is highest against weakened areas. The DOOM CRUISER's thickest armor won't be penetrated by this weapon yet. 3 shots per turn. Best at close range.
Super Space Booze: Emboldens the pilots, giving them a +1 to most actions. Lasts 2 turns. Does not stack. Can be declined. 4 bottles. Active Blackbeard until end of next turn.
Pilot Varkan Controls:
Katana-Claw Powerfists: This system accounts for a huge amount of this robot's mass. It is a giant pair of arms mounted to the vehicles sides. The fists are guarded by gauntlets and tipped with three claws each in the form of the katana from EDGEMAN's ship. Swings twice per turn, and inflicts 300 damage. If swung at full force, can punch so hard it rips space. Extremely powerful, but strenuous. 67% charged.
Ship Ram: A truly humongous mounted spear. It is split into two halves, which each half attached to the outermost part of one of the Powerfists. They can be merged into a powerful ramming weapon at the cost of all other actions. Deals massive damage and reduces armor on hit, but can't be used consecutively. 100% charged.
MIDNIGHT EDGEMAN controls:
EDGY GUNS: A painful looking pair of red and black guns. They launch spikes that embed into the target and explode. 50 damage per hit. Each fires up to 3 shots per turn. Best at short or mid range. 12 ammo. The smaller arms of the EDGY FIGHTER CRAFT OF EDGE are mounted beneath the vastly larger power fists.
EDGY AOE: On command, this vehicle shoots out spikes from all over its body like a pufferfish to attack all nearby enemies! 300 damage. 3 turn cooldown.
EDGY COAT: Can be activated to reinforce defenses by posing dramatically. 3 turn cooldown. Now worn by the entire machine.
Auto:
Spinning Blades: A series of sharp circling blades that line this vehicle. Inflicts about 75 damage to nearby targets every turn, possibly more.
DEATH RECHARGER: Destroying ships recovers 100 points of hull and shield if done at close range. Halved otherwise.
Pilots: E.P.A.S. AI and Darkwarlock3
Description: This ship, the Experimental Plasma-Magma Chomper and Scanner Corvette (EPM-SC) is a synthetic ship that runs extremely hot, and is coated all over in magma and plasma. Just being close to it is unpleasant. It boasts support capabilities and weapons that'll heat up the target.
Hull: 500/500
Shields: 400/400
Regen: 50 base +25 hull and shields when above 200 hull.
Aim: +1(+3)
Armor: +1(+3)
Dodge: +1(+3)
Initiative: +1(+3)
Equipment:
Experimental Scanner: Scans targets for information. Can reveal sub-system locations. Very powerful, but results may not be perfectly accurate.
Plasmagma Gun: Fires a single 200 damage bolt of plasma. Heats up the target. Fired at low velocity, so it works best at close or mid range.
Eruption Shot: Fires molten rock at the target. 3 shot burst. 50 damage per hit. Inflicts heat. Best at close to mid range.
Molten Plasma Missile: Superheated projectiles that immensely heat up the target. 175 damage. 5 ammo. One shot per turn.
Plasmagma Chomper: A super-heated weapon at the front of the ship coated with magma and plasma. Shaped like a powerful jaw, it rips into targets effortlessly. 250 damage+50 to highly heated targets. Inflicts heat. Restores hull by 50 on kill.
Name: Captain Nico
Description: Feline Optimization Engineering Vessel. The Feline Optimization Engineering Vessel is a humanoid ship that can augment other ships with feline parts. It also has a repair function.
Hull: 250/350
Shields: 250/250
Regen: 50
Aim: +1(+1)
Armor: +2(+1)
Dodge: +0(+2)
Initiative: +0(+1)
Equipment:
Catastrophe Cannon: Launches cubes of condensed cat meat at absurd speeds. Why? Because it can. 200 damage per hit. 0 ammo. Best at short or mid range.
Claws: These work as you'd expect. 100 damage.
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Repair Kit: Comes with 500 metal. Restores 1 hull to the target for each point of metal used. Non-Organic ammo can also be refilled.
Augmentation Machine: Allows the attachment of Claws and Cat-Ear Radar to a ship. 1 use left.
Name: Agent [REDACTED]
Description: SCP Anomaly Esoteric Transport Carrier
The SCP Anomaly Esoteric Transport Carrier is a ship built by the SCP Foundation. It wasn't supposed to show up in this universe, but that's just how anomalies are sometimes. Protect humanity!
Hull: 300/300
Shields: 200/200
Regen: 50
Aim: +3
Armor: +2 (+1)
Dodge: -1 (+1)
Intiative: +1
Equipment:
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Claws: These work as you'd expect. 100 damage.
44: World War II Era Molecular-Fission Cannon. 500 damage, but takes 3 turns to reload. 5 ammo. Best at close range.
148 Armor: This ship is lightly coated with Telekill Alloy. This keeps the anomalous properties of this ship localized, and also protects it slightly from a variety of things.
914 Replica: Can modify objects according to the rules of said SCP. GM decides results. Starts with generic materials that the player can define. Veto allowed.
914 materials: Loaded Helicopter Missile Pod, A Grenade Launcher, Four grenades, Rifle ammunition, A toy robot, A space suit. One bottle of space booze.
914 results: None on board.
2722 Parts: Sub systems copied or recovered from a curious space ship.
Instance 12-1131: A set of laser point-defence systems, mounted on the outside of the hull, each 1 meter in diameter. Each capable of power in excess of █████ kW. Consumes shields.
Instance 93-0983: Roughly spherical automatons equipped with nanometric motile parts acting as drones of various sections. Drones able to adhere to most surfaces, perform delicate repair and cleaning tasks. Internal storage seems to act as a valid chemical reactor. Extremely efficient, able to self-repair, grow in size and replicate through a mechanical "mitosis" after a period of growth. Automatically repairs hull by 50 each turn.
Anomalous Transport: This ship is carrying a variety of things are simply not meant to be. Damaging or destroying this ship may have metaphysical consequences.
Name: George Washington
Description: 1978 Lincoln Continental Car Guns
Hull: 100/100
Shields: 200/200
Regen: 50
Aim: +2
Armor: -1
Dodge: +1
Initiative: +2
Equipment:
Hood Machine Guns: Not from the hood, but on the hood. 15 damage per hit. A three shot burst from each for a total of six shots.
Rear Machine Guns: The same as above, but pointed backwards. It'd be quite the feat to hit the same enemy with both of these on the same turn. Drifting recommended.
Roof Rifle: Not quite a railgun, but fairly strong. Can swivel in any direction, but requires the car to be stable to fire. 100 damage. 5 shots.
Missile Mounts: Hidden beneath the body of the car. One missile can be fired per turn for 120 damage. These have a homing effect. 6 shots.
Flares: Pop these to dissuade attackers. Can be activated automatically. Only one use.
Time Machine: Obviously Washington used this to get here somehow. Probably an interesting tale, but this isn't his story. Anyway, this time machine only goes forward. Be careful what turn you choose to arrive on. Has a cooldown of 3 turns after the car arrives.
Next attack on turn 8.
Health: 6,620/25,000
Stats:
Aim: +0
Armor: +3
Dodge: -3
Initiative: -3
Known Weapons and Equipment:
Medium machine guns: THE DOOM CRUISER fires many medium machine guns. 24 attacks at random targets, 25 damage per hit. -2 to aim.
Heavy machine guns: THE DOOM CRUISER fires many heavy machine guns. 24 attacks at random targets, 50 damage per hit. -2 to aim.
Full machine gun barrage!: THE DOOM CRUISER fires both sets of machine guns! No multi attack penalty. Still -2 to aim.
DOOM REPAIR: THE DOOM CRUISER launches a fleet of nanobots to repair damage to it. The ships of destroyed players will be used for materials. This status lasts for 4 turns, or until the players cancel it. THE DOOM CRUISER doesn't heal very fast, but every bit counts.
DOOM DRONES: THE DOOM CRUISER deploys 6 drones to attack the party! Drones have 100hp, no shields, and a light machine gun. They have +1 to dodge and initiative.
DOOM MISSILES: THE DOOM CRUISER launches a whole bunch of missiles! 15 attacks at random targets, 80 damage per hit. +1 to aim. (-1 to aim.) Location: Stern. Destroyed.
DOOM ARMAGEDDON: THE DOOM CRUISER fires 3 powerful homing nuclear missiles at random targets! Those targets almost certainly die if they get hit. I'll tell you the damage if it is relevant. The team has 1 turn to shoot down/jam/redirect/delay them. +4 to aim. (-1 to aim.) Location: Stern. Destroyed.
DOOM EMP: THE DOOM CRUISER fires an electromagnetic pulse, potentially disabling many ship components! May inflict damage directly. Location: Keel.
DOOM PARTICLE BEAMS: THE DOOM CRUISER fires a blast of tiny particles at relativistic speeds! Particle beams ignore almost all defenses. 12 attacks at random targets, 100 damage per hit. +4 to aim. Located in the fore.
DOOM DIMENSION RIP: THE DOOM CRUISER fires a weapon that tears space itself to attack every ship on the field! all valid players take 1 nigh unavoidable attack for 300 damage. Located deep in the middle of the keel.
Ranges:
Blackbeard, Varkan, MIDNIGHT: Close to fore
E.P.A.S. AI, Darkwarlock3: Close below keel
Captain Niko: Close to fore
Agent [REDACTED]: Close to fore
George Washington: Close to fore.
SQUAD POWER: 68%
Buffs and Debuffs:
DOOM CRUISER:
Repair Drone Fleet: Numbers 12 drones. Each requires 100 damage to destroy, and will repair the DOOM CRUISER's hull by 100 points per turn by salvaging nearby scrap metal.
Boarded: Will take damage over time based on crew competence. 4 squads on board.
Heated up: Large increase to damage caused by hot attacks to the stern and keel.
Notes: We're entering last stand territory here now. Best of luck to you all. Also that "probably 500 hull per turn" thing on the repair drones was severely out of date and I'm a little embarrassed I let it slip through into the final turn data. That'll be corrected. At any rate, you're able to outpace the new value even if none of them are destroyed.