Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Roll To Dodge => Topic started by: Person on May 20, 2018, 10:02:42 am

Title: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 7: PLANETARY BARRAGE
Post by: Person on May 20, 2018, 10:02:42 am
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!

Spoiler: What? (click to show/hide)
Spoiler: Super Meter (click to show/hide)

Players: Glass, 0cra_tr0per, Nakéen, Dustan Hache, Darkwarlock3, FallacyofUrist,  Failbird105, and King Zultan.
Waitlist:
Spoiler: Leodanny (click to show/hide)
Name: Heinz Doofenshmirtz
Description: Superior Healing-Interstellar Purveyance

Waitlist, here I come!
The dead:
Spoiler: Yottawhat (click to show/hide)
Spoiler: THE DOOM CRUISER (click to show/hide)
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.
Spoiler: Notes (click to show/hide)
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: 0/6 Players
Post by: Person on May 20, 2018, 10:13:31 am
Extra post in case I need more room.
Edit: Got it. Maybe I should have made an example sheet. Oh well.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: 0/6 Players
Post by: Glass on May 20, 2018, 10:38:58 am
Name: Blackbeard
Description: SPACE PIRATE BOARDING SHIP, AAAAAARRRRRRRRR!

BOARD THE DOOM CRUISER, ME HEARTIES!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: 0/6 Players
Post by: Dustan Hache on May 20, 2018, 10:59:45 am

Name: E.P.A.S. AI
Description: Experimental Plasma and Scanner corvette.

Scan the doom cruiser for weapons!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: 0/6 Players
Post by: Nakéen on May 20, 2018, 02:28:42 pm
Name: Pilot Varkan
Description: Squad of Glorious Transforming Mecha (Misread the OP, so the description is for my ship, not a common ship mmh!)
Glorious Transforming Ship Made of Mechas

Get in close range, transform into a FIST and PUNCH the Doom Cruiser!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: 0/6 Players
Post by: FallacyofUrist on May 20, 2018, 02:42:12 pm
Name: Captain Nico
Description: Feline Optimization Engineering Vessel
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: 0/6 Players
Post by: Yottawhat on May 20, 2018, 02:47:19 pm
Name: Blorb Boy
Description: Weird-Ass Tumorous Space Blob

Fart towards the DOOM CRUISER.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: 0/6 Players
Post by: Screech9791 on May 20, 2018, 05:38:50 pm
Name: MIDNIGHT EDGEMAN
Description: EDGY FIGHTER CRAFT OF EDGE
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: 0/6 Players
Post by: Failbird105 on May 20, 2018, 07:38:45 pm
Name: Agent [REDACTED]
Description: SCP Anomaly Esoteric Transport Carrier
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 0: Arrival
Post by: Person on May 21, 2018, 01:58:17 am
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:
Spoiler: Glass (click to show/hide)
Spoiler: Dustan Hache (click to show/hide)
Spoiler: Nakéen (click to show/hide)
Spoiler: FallacyofUrist (click to show/hide)
Spoiler: Yottawhat (click to show/hide)
Spoiler: 0cra_tr0per (click to show/hide)
Spoiler: THE DOOM CRUISER (click to show/hide)
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.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 0: Arrival
Post by: Nakéen on May 21, 2018, 04:26:53 am
I love it. Keep the good work up!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 0: Arrival
Post by: Glass on May 21, 2018, 08:31:34 am
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!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 0: Arrival
Post by: FallacyofUrist on May 21, 2018, 09:49:04 am
"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.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 0: Arrival
Post by: Screech9791 on May 21, 2018, 10:07:49 am
>SHOOT MY EDGY GUNS AT THE DOOM CRUISER WHILE RUSHING FORWARD
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: Person on May 21, 2018, 12:11:56 pm
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.

Quote from: DOOM CRUISER
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:
Spoiler: Glass (click to show/hide)

Spoiler: Dustan Hache (click to show/hide)

Spoiler: Nakéen (click to show/hide)

Spoiler: FallacyofUrist (click to show/hide)

Spoiler: Yottawhat (click to show/hide)

Spoiler: 0cra_tr0per (click to show/hide)

Spoiler: THE DOOM CRUISER (click to show/hide)
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.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: Glass on May 21, 2018, 12:19:33 pm
May I please take an overdrive?

Regardless of the answer, KEEP BOARDING, ME HEARTIES! ALL CREW ON DECK! EVERYONE TO THE CRUISER! AND MORE HARPOOOOOOOOOONS!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: Nakéen on May 21, 2018, 12:23:47 pm
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!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: Dustan Hache on May 21, 2018, 12:26:23 pm
No glass. Take two upgrades and call me in the morning.
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.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: Screech9791 on May 21, 2018, 12:54:32 pm
RUSH UP AND LUNGE MY EDGY BLADE INTO THE COCKPIT
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: Glass on May 21, 2018, 01:16:53 pm
...wait idea OPINIONS ON PIRATE SHIP/BLORB BOY FUSION
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: Screech9791 on May 21, 2018, 01:24:09 pm
...wait idea OPINIONS ON PIRATE SHIP/BLORB BOY FUSION

nah

how about EDGY PIRATE MECHAS
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: Failbird105 on May 21, 2018, 01:39:43 pm
...wait idea OPINIONS ON PIRATE SHIP/BLORB BOY FUSION
Blob can't fuse
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: Glass on May 21, 2018, 01:43:25 pm
...wait idea OPINIONS ON PIRATE SHIP/BLORB BOY FUSION
Blob can't fuse
...why not?

EDIT: Nevermind I found it.
That's unfortunate. We're both built for melee.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: Nakéen on May 21, 2018, 01:46:05 pm
Let's combine next turn if we survive!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: Glass on May 21, 2018, 01:47:30 pm
Hmn...
Edgy sword...
Fist mecha...
Boarding pods...

EDGY PIRATE MECHA SHIP! WE NEED TO DO THIS!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: Yottawhat on May 21, 2018, 01:48:07 pm
It's a bad idea to fuse with something that is basically space cancer.

My gross ass space tumor is going to vomit acid on the DOOM CRUISER twice.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: Glass on May 21, 2018, 01:48:36 pm
Turns out space cancer is non-fusible anyway, so it doesn't matter.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: Nakéen on May 21, 2018, 01:54:27 pm
50% Pirate, 50% Edgy, 50% Mecha... 300% Awesomeness.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: Glass on May 21, 2018, 01:55:24 pm
50% Pirate, 50% Edgy, 50% Mecha... 300% Awesomeness.
IT WILL BE THE KING OF MELEE!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: darkwarlock3 on May 21, 2018, 02:05:41 pm
PTW
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: Person on May 21, 2018, 02:21:45 pm
Just missing FOU, I think. And yeah, "unable to fuse" isn't a restriction I'll apply lightly. In truth, if it survives long enough for another organic ship to show up they may be compatible. Also please submit a sheet if you're reading this. I don't know what I'll do if a TPK happens with only one waitlister.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: Glass on May 21, 2018, 02:36:30 pm
Whelp, if that happens, my next ship's description is "Scraploota Chaos Titan, in Loot Hava' (https://1d4chan.org/wiki/Scraplootas)".
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: FallacyofUrist on May 21, 2018, 04:48:49 pm
Use Augmentation Machine on the Edge Ship! Because everything's better with cat ears!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: Screech9791 on May 21, 2018, 06:20:18 pm
Use Augmentation Machine on the Edge Ship! Because everything's better with cat ears!

Edgy catpeople.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 1: First Assault
Post by: darkwarlock3 on May 22, 2018, 12:34:23 am
you said a five word description, hopefully i can get in still
Rock, magma, armored, fast, Chomp
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 2: Dakka Retaliation
Post by: Person on May 22, 2018, 01:13:48 am
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. )
Quote from: DOOM CRUISER
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:
Spoiler: Glass (click to show/hide)

Spoiler: Dustan Hache (click to show/hide)

Spoiler: Nakéen (click to show/hide)

Spoiler: FallacyofUrist (click to show/hide)

Spoiler: Yottawhat (click to show/hide)

Spoiler: 0cra_tr0per (click to show/hide)

Spoiler: THE DOOM CRUISER (click to show/hide)
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.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 2: Dakka Retaliation
Post by: Dustan Hache on May 22, 2018, 02:10:06 am
purchase an upgrade for 5℅ squad power. Scan for the heat sinks, and attempt to overload them with more plasma fire post-upgrading.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 2: Dakka Retaliation
Post by: Person on May 22, 2018, 03:01:12 am
Only one level of upgrades on a ship per turn. I mean, you could still upgrade 3 ships I guess. But yeah, gotta change that command.
Edit: Triple fusion and one upgrade is possible. So is duo fusion and three upgrades. Gotta get some consensus here though. In retrospect, I should have considered contradictory power commands. Maybe voting will have to be a thing after all, even if in a pseudo state... Ah well.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 2: Dakka Retaliation
Post by: Nakéen on May 22, 2018, 03:12:02 am
"BLACKBEARD! MIDNIGHT EDGEMAN! LET'S COMBINE!"

Blast some heroic music, and COMBINE into the EDGY PIRATE MECHA SHIP OF AWESOMENESS for 40% Squad Power. (with their consent of course)
(and it will have a cat-ear radar as a bonus!)
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 2: Dakka Retaliation
Post by: Screech9791 on May 22, 2018, 07:20:07 am
"BLACKBEARD! MIDNIGHT EDGEMAN! LET'S COMBINE!"

Blast some heroic music, and COMBINE into the EDGY PIRATE MECHA SHIP OF AWESOMENESS for 40% Squad Power. (with their consent of course)
(and it will have a cat-ear radar as a bonus!)

Sure.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 2: Dakka Retaliation
Post by: Glass on May 22, 2018, 08:19:02 am
"BLACKBEARD! MIDNIGHT EDGEMAN! LET'S COMBINE!"

Blast some heroic music, and COMBINE into the EDGY PIRATE MECHA SHIP OF AWESOMENESS for 40% Squad Power. (with their consent of course)
(and it will have a cat-ear radar as a bonus!)

Sure.
HELL YES MATEYS!

Can we take other actions while combining?
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 2: Dakka Retaliation
Post by: Person on May 22, 2018, 08:30:21 am
I've been thinking a lot about fusion and decided that it occurs at the end of the turn now. Makes things a lot neater. Also probably more fun. So yes.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 2: Dakka Retaliation
Post by: Glass on May 22, 2018, 08:35:43 am
:D

Edgecatpirate fusion: END OF TURN!
More harpoons, boarding pods, and ramming: RIGHT NOW, ME HEARTIES! GET TO WORK!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 2: Dakka Retaliation
Post by: Dustan Hache on May 22, 2018, 09:33:06 am
action adjusted.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 2: Dakka Retaliation
Post by: Person on May 22, 2018, 11:17:44 am
Just need FOU and Yottawhat this time. Technically 0cra could do something before fusion occurs, though I expect that'll be the sword. I'll auto that, assuming they don't post before the other two. Anyway, I'm preparing the fused sheet.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 2: Dakka Retaliation
Post by: Yottawhat on May 22, 2018, 01:09:06 pm
Meat ship will fart to the stren and vomiting more acid(x3) on it.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 2: Dakka Retaliation
Post by: FallacyofUrist on May 22, 2018, 06:46:38 pm
Fire the Catastrophe Cannon at the DOOM Cruiser!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 3: Fusion!
Post by: Person on May 23, 2018, 07:12:24 am
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.

Quote from: Nakéen
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.

Quote from: 0cra_tr0per
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:

Spoiler: Dustan Hache (click to show/hide)

Spoiler: FallacyofUrist (click to show/hide)

Spoiler: Yottawhat (click to show/hide)

Spoiler: THE DOOM CRUISER (click to show/hide)
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!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 3: Fusion!
Post by: Glass on May 23, 2018, 08:18:03 am
CAT-EARS: ON!
HARPOOOOOOONS: KEEP SHOOTING!
BOOZE: FOR EVERYONE!


By the way, we are at 32% super charge.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 3: Fusion!
Post by: FallacyofUrist on May 23, 2018, 09:56:22 am
I'll take a Hyper Upgrade for myself then.

Fire the final Catmeat shot at the DOOM CRUISER's stern!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 3: Fusion!
Post by: Dustan Hache on May 23, 2018, 10:31:29 am
upgrade again, then get up close and unleash a sustained barrrage of plasma across the stern!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 3: Fusion!
Post by: Nakéen on May 23, 2018, 02:00:13 pm
"Let's open up a path!"

Chug down a glass of the super booze, and swings the KATANA-CLAW POWERFISTS at full force!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 3: Fusion!
Post by: Failbird105 on May 23, 2018, 05:15:43 pm
So will those reinforcements be from the waitlist? Because I'll tell you I could fill out a team with the ideas I want to see.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 3: Fusion!
Post by: Yottawhat on May 23, 2018, 06:04:22 pm
Blorb Boy is going nom-nom at stern section and then vomit up(1) his lunch.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 3: Fusion!
Post by: Screech9791 on May 23, 2018, 07:45:01 pm
>FIRE THE EDGY GUNS AT THE STERN

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?

On another note, I was originally going to make a semi serious ship idea, but then I decided fuck it at the last minute and did a joke description, leading to my edgy ship.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 3: Fusion!
Post by: King Zultan on May 27, 2018, 03:14:10 am
Put me on the waitlist.

Name: George Washington
Description: 1978 Lincoln Continental Car Guns
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 4: Reinforcements!
Post by: Person on May 28, 2018, 09:30:54 am
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:

Spoiler: Dustan Hache (click to show/hide)

Spoiler: FallacyofUrist (click to show/hide)

Spoiler: Yottawhat (click to show/hide)

Spoiler: Failbird105 (click to show/hide)

Spoiler: Darkwarlock3 (click to show/hide)

Spoiler: THE DOOM CRUISER (click to show/hide)
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.

Spoiler: Notes (click to show/hide)
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 4: Reinforcements!
Post by: Failbird105 on May 28, 2018, 10:57:37 am
Spoiler: 914 materials (click to show/hide)
Activate overdrive with super meter, then put the rifle into the 914 replica on very fine.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 4: Reinforcements!
Post by: Glass on May 28, 2018, 11:00:55 am
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?
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 4: Reinforcements!
Post by: FallacyofUrist on May 28, 2018, 11:52:25 am
Use the Augmentation Machine on Agent [REDACTED]'s ship!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 4: Reinforcements!
Post by: Yottawhat on May 28, 2018, 11:58:37 am
Jam the meatship directly into the stern section and start chomping/vomiting out the chomped material(x3).
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 4: Reinforcements!
Post by: Dustan Hache on May 28, 2018, 03:07:47 pm
finish upgrading, melting the missile firing system, then scan for weakpoints.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 4: Reinforcements!
Post by: Nakéen on May 28, 2018, 03:11:11 pm
(Keep up the good work GM! Also, are the Katana-Claws still 100% charged?)
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 4: Reinforcements!
Post by: Leodanny on May 28, 2018, 04:52:36 pm
Waitlist me pls

Spoiler (click to show/hide)
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 4: Reinforcements!
Post by: Screech9791 on May 29, 2018, 06:00:22 am
>CONTINUE UNLOADING SPIKES INTO THE STERN OF THE DOOM CRUSER
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 4: Reinforcements!
Post by: Nakéen on May 29, 2018, 02:18:51 pm
Katana-claw the DOOM CRUISER! If there is not enough charge, just PUNCH!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 4: Reinforcements!
Post by: Person on May 31, 2018, 04:20:59 pm
I probably should have notified Warlock that they were in. Will do so now, but will probably auto if they don't post soon.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 4: Reinforcements!
Post by: darkwarlock3 on May 31, 2018, 04:52:14 pm
fire eruption shot at the Doom cruiser's missile pods while closing the distance between me and the Doom cruiser
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 5: A stern fist!
Post by: Person on May 31, 2018, 06:00:06 pm
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.

Spoiler: 914 materials (click to show/hide)
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:

Spoiler: Dustan Hache (click to show/hide)

Spoiler: FallacyofUrist (click to show/hide)

Spoiler: Yottawhat (click to show/hide)

Spoiler: Failbird105 (click to show/hide)

Spoiler: Darkwarlock3 (click to show/hide)

Spoiler: THE DOOM CRUISER (click to show/hide)
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
Spoiler (click to show/hide)
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.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 5: A stern fist!
Post by: darkwarlock3 on May 31, 2018, 06:10:55 pm
I tear into the doom cruiser by using the magma chomper
I don't have anyone I can fuse with I think?
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 5: A stern fist!
Post by: Failbird105 on May 31, 2018, 06:23:28 pm
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.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 5: A stern fist!
Post by: Glass on May 31, 2018, 06:31:07 pm
FIRE ALL HARPOONS AND BOARDING PODS AT WHATEVER SEEMS EASIEST TO GET THROUGH!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 5: A stern fist!
Post by: FallacyofUrist on May 31, 2018, 07:23:23 pm
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!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 5: A stern fist!
Post by: Dustan Hache on May 31, 2018, 09:00:26 pm
Reject fusion with cat-ship, citing the combination to be "low damage". Request fusion with SCP Carrier or Magma Chomper. Attempt to pinpoint realilty-disrupting weapon locations, aka the partical beams and dimension ripper module. begin assailing said weapons with plasma .
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 5: A stern fist!
Post by: darkwarlock3 on May 31, 2018, 09:02:52 pm
permission granted for fusion
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 5: A stern fist!
Post by: Nakéen on May 31, 2018, 09:51:15 pm
If our fused ship seems too strong, feel free to blast us to smithereens :p

Look death in the eyes, and Katana Claw the front of the DOOM CRUISER!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 5: A stern fist!
Post by: Yottawhat on June 01, 2018, 03:49:06 pm
Pop the Meat Ship, barfing up my remaining tissue at the DOOMSHIP.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 5: A stern fist!
Post by: Failbird105 on June 01, 2018, 04:09:57 pm
FIRE ALL HARPOONS AND BOARDING PODS AT WHATEVER SEEMS EASIEST TO GET THROUGH!
You might want to hold off on that(or at least hold off on firing everything), I'm gonna try to send an experimental super gun your way for one of your boarding parties to use.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 5: A stern fist!
Post by: Glass on June 01, 2018, 04:51:14 pm
Ah, ok. I’ll cancel the boarders.
Harpoons are still and always go, though.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 5: A stern fist!
Post by: Screech9791 on June 01, 2018, 07:59:33 pm
>Have a boarding squad of Edgelord Marines attack the cruiser while the ship provides edgegun fire support to the stern.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 5: A stern fist!
Post by: Glass on June 01, 2018, 08:31:25 pm
A. They're pirates.
B. They're mine.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 6: First to Fall
Post by: Person on June 03, 2018, 10:03:18 pm
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.

Quote from: DOOM CRUISER
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:


Spoiler: FallacyofUrist (click to show/hide)

Spoiler: Failbird105 (click to show/hide)

Spoiler: King Zultan (click to show/hide)

Spoiler: THE DOOM CRUISER (click to show/hide)
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.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 6: First to Fall
Post by: Glass on June 03, 2018, 10:43:08 pm
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.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 6: First to Fall
Post by: FallacyofUrist on June 03, 2018, 11:13:51 pm
What's next is fairly obvious. PLANETARY BOMBARDMENT! EAT IT!

Then use the claws again.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 6: First to Fall
Post by: King Zultan on June 04, 2018, 04:27:51 am
Drive up closer to the Doom Cruiser and fire the hood mounted guns and the roof rifle at the closest looking weak point.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 6: First to Fall
Post by: Screech9791 on June 04, 2018, 06:07:27 am
>Shoot the fore using edge guns before grabbing an upgrade.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 6: First to Fall
Post by: Dustan Hache on June 04, 2018, 06:57:56 am
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.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 6: First to Fall
Post by: darkwarlock3 on June 04, 2018, 09:14:25 am
fire a Molten Plasma Missile at where we are going to chomp into
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 6: First to Fall
Post by: The_Two_Eternities on June 04, 2018, 12:15:26 pm
Name: Heinz Doofenshmirtz
Description: Superior Healing-Interstellar Purveyance

Waitlist, here I come!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 6: First to Fall
Post by: Glass on June 04, 2018, 12:29:00 pm
Name: Heinz Doofenshmirtz
Description: Superior Healing-Interstellar Purveyance-INATOR!

Waitlist, here I come!
ftfy
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 6: First to Fall
Post by: The_Two_Eternities on June 04, 2018, 12:45:50 pm
Actually, no. You see, it's a reference to the Buoyancy Operated-Aquatic Transport (BO-AT) which noticably does not have an -inator at the end of the name.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 6: First to Fall
Post by: Dustan Hache on June 04, 2018, 12:48:30 pm
Is that... A Phineas and Pherb reference? Seriously? Are we going to find out the doom cruiser is now piloted by a platypus?
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 6: First to Fall
Post by: Screech9791 on June 04, 2018, 12:59:41 pm
Seriously? Are we going to find out the doom cruiser is now piloted by a platypus?
Sigged.

Also, Blackbeard, can you send squads wearing edgy armored trenchcoats with katanas and edgy assault rifles with underbarrel edgepoon grapeshot skeleton key shotguns?
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 6: First to Fall
Post by: darkwarlock3 on June 04, 2018, 01:03:18 pm
we all know that platypus are excellent pilots
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 6: First to Fall
Post by: The_Two_Eternities on June 04, 2018, 01:12:28 pm
It's spelled Ferb.

Hmmm. Remember that Star Wars crossover episode? Are we going to find out that we're defending Aalderan?
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 6: First to Fall
Post by: Glass on June 04, 2018, 01:14:51 pm
Also, Blackbeard, can you send squads wearing edgy armored trenchcoats with katanas and edgy assault rifles with underbarrel edgepoon grapeshot skeleton key shotguns?
What, ninja pirates? Are ye daft?
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 6: First to Fall
Post by: Nakéen on June 05, 2018, 06:47:12 pm
"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!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 6: First to Fall
Post by: scourge728 on June 08, 2018, 06:25:38 am
Pte
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 7: PLANETARY BARRAGE
Post by: Person on June 09, 2018, 10:01:26 pm
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!

Quote from: Failbird105(Auto)
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:


Spoiler: FallacyofUrist (click to show/hide)

Spoiler: Failbird105 (click to show/hide)

Spoiler: King Zultan (click to show/hide)

Spoiler: THE DOOM CRUISER (click to show/hide)
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.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 7: PLANETARY BARRAGE
Post by: King Zultan on June 10, 2018, 03:27:34 am
Fire the hood mounted guns and the roof gun again and then fire a missile at a cluster of repair drones and get an upgrade.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 7: PLANETARY BARRAGE
Post by: Screech9791 on June 10, 2018, 07:51:38 am
>Ask Agent Redacted if he wants to fuse with us.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 7: PLANETARY BARRAGE
Post by: Glass on June 10, 2018, 08:59:21 am
Let's get two AI Assist ships, preferably ones with high attacks and aims, even if they lack good defense and dodge. If they can damage multiple enemies with one attack, even better.
Now, scan for where the drones are, harpoon nearby drones, and send more boarders to the DOOOOOOM CRUUUUUZER!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 7: PLANETARY BARRAGE
Post by: Dustan Hache on June 10, 2018, 02:31:22 pm
Let's get two AI Assist ships, preferably ones with high attacks and aims, even if they lack good defense and dodge. If they can damage multiple enemies with one attack, even better.
Now, scan for where the drones are, harpoon nearby drones, and send more boarders to the DOOOOOOM CRUUUUUZER!

One, we don't get to pick what they send. Two, it can only be used once per turn.
continue using blasts of molten plasma-magma to burn through the EMP Generator on the way to the dimension ripper module.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 7: PLANETARY BARRAGE
Post by: Failbird105 on June 10, 2018, 04:41:43 pm
>Ask Agent Redacted if he wants to fuse with us.
Request denied under protocol ███-█-██ - Agent [REDACTED]

Call in an overdrive, then put the toy robot through 914 on "Very Fine", it's a real risk, but it could be very worth it if it works out. Meanwhile, turn on the point defense, see if I can't use it to take out some of those enemy drones.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 7: PLANETARY BARRAGE
Post by: darkwarlock3 on June 10, 2018, 05:11:16 pm
fire a molten plasma missile where the co pilot of our ship is fireing at and then following after the missile and chomp into the EMP generator
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 7: PLANETARY BARRAGE
Post by: Screech9791 on June 10, 2018, 05:19:48 pm
>Shoot down the drones with dual edgeguns while using the edgy trenchcoat for defense. Ask George Washington for fusion.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 7: PLANETARY BARRAGE
Post by: FallacyofUrist on June 10, 2018, 05:35:57 pm
Get an upgrade for myself, then claw the heck out of a drone!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 7: PLANETARY BARRAGE
Post by: King Zultan on June 11, 2018, 06:24:07 am
I'm gonna say no to the fusion, as my car ship is kind of fragile and week and several people want top do upgrades.
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 7: PLANETARY BARRAGE
Post by: Screech9791 on June 11, 2018, 12:59:47 pm
I'm gonna say no to the fusion, as my car ship is kind of fragile and week and several people want top do upgrades.

*sigh*

Is anyone willing to fuse with the Edgy Pirate Mecha Ship?
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 7: PLANETARY BARRAGE
Post by: FallacyofUrist on June 11, 2018, 02:03:14 pm
raises hand
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 7: PLANETARY BARRAGE
Post by: Nakéen on June 14, 2018, 05:29:13 am
"Do not falter comrades! Your end is near, Doom Cruiser! MAXIMUM EDGE ATTAINED! ACTIVATE THE CORSAIR BREAKER!"

Unleash the Ship Ram right onto the DOOM CRUISER!
Title: Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 7: PLANETARY BARRAGE
Post by: Leodanny on June 23, 2018, 02:13:59 pm
hey, you guys need sunglasses for more edge? I got some.
*procures glasses*
also if you wear them during the night or inside, I will assume you are a douche