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Author Topic: Roll to DOOM CRUISER 6/6 Turn 7: At long last  (Read 12772 times)

DreamerGhost

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Re: Roll to DOOM CRUISER 6/6 Turn 6: Just a bit of death
« Reply #105 on: April 13, 2015, 04:21:39 pm »

Heavy phase space fighter bomber moving towards the battlefield.
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spazyak

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Re: Roll to DOOM CRUISER 6/6 Turn 6: Just a bit of death
« Reply #106 on: April 13, 2015, 04:46:12 pm »

could I join in?
fast,  machine-guns, fighter. Name-the raptor
Quick moving energy weapon fighter (called the Mage)

This rapid ship has a few energy weapons (I will leave it to you to decide how many) and is piolited by endlessblaze.

Guys, I don't think you're supposed to pick out your own weapons. You're just supposed to give a name.
Oh then the einstien I expect it to go as good As good as the fight of the Einstein
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Person

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Re: Roll to DOOM CRUISER 6/6 Turn 6: Just a bit of death
« Reply #107 on: April 16, 2015, 11:05:58 pm »

could I join in?
fast,  machine-guns, fighter. Name-the raptor
Quick moving energy weapon fighter (called the Mage)

This rapid ship has a few energy weapons (I will leave it to you to decide how many) and is piolited by endlessblaze.

Guys, I don't think you're supposed to pick out your own weapons. You're just supposed to give a name.
Oh then the einstien I expect it to go as good As good as the fight of the Einstein
You probably would have gotten about the result you expect from the name you chose initially, but changing name is allowed. You choose the name, I make the armaments and such. I might have a fair bit more fun figuring out what The Einstein would do though.

Also, I'm actually putting some serious work into the next turn now. Should have it done sometime tomorrow. I severely underestimated the amount of numbers involved in this. Plus, I have to make sure I've got everything right and all that rot. Has it really over been a month since I updated? Real life really sneaked up on me. Also monster hunter, heh. I should probably set up a schedule of sorts for myself at some point really.

Edit: I vastly underestimated the amount of things I had to do. Turn should go up soon, I swear.
« Last Edit: April 17, 2015, 09:44:24 pm by Person »
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Person

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Re: Roll to DOOM CRUISER 6/6 Turn 7: At long last
« Reply #108 on: April 17, 2015, 09:52:37 pm »

Speed rolls:

Nav: 6+2=8
Yoink: 6+1=7
Xvareon: 7-1=6
Beirus: 6-1=5
darkpaladin109: 3+1=4
Playergamer: 5-1=4
The DOOM CRUISER: 6-4=2

*Ahem* DAKKA-DAKKA-DAKKA-DAKKA-DAKKA-DAKKA

Attack: 4, 7, 2, 2, 2, 5
Dodge: 5-4, 8-4, 7-4, 3-4, 7-4, 1-4

4 shots hit, for a total of 260 damage.

Does my speed bonus increase at the beginning or end of the turn?

If the beginning, fire the Sonic Gun at the enemy.
If at the end, continue firing my machine gun instead.

Keep the Doom flowing.

Attack: 7+1, 4+1, 7+1
Dodge: 5-4, 8-4, 8-4

All 3 shots hit, for a total of 97 damage.

Your speed increases to its maximum of +8.

Fire last Destabilizing Missile into the Doom Cruiser! Maintain optimum firing range for the TAC cannon next turn, whilst maneuvering close to Playergamer's ship, hoping that the Doom Cruiser will prioritize him as a bigger target over me.

Attack: 5+1
Dodge: 8-4

The destabilizing missile lands a direct hit for 130 damage, refreshing the debuff.

Speed: 2-1

However, you can't quite seem to re-maneuver your ship closer to playergamer's.

Fire last shot of HEAT rifle at any holes in DOOM Cruiser.

Attack: 8+1
Dodge: 8-4

The DOOM CRUISER takes a direct hit from the HEAT rifle, for 260 damage. This applies a seperate stack of damge over time effects to the last shot.

The DOOM CRUISER also takes 130 damage from the last time the HEAT rifle was used, and will do so again next turn.

Continue laser-ing the DOOM CROOZER.

Attack: 1
Dodge: 5-1

The laser array suddenly shorts out! No damage this turn, and the power boost resets. There doesn't seem to be any permanent damage to the weapon, however, so it should still be usable next turn.

Reconstruct Xvareon's ship.

Xvareon is healed up to maximum.

All player shields recharge as usual.

Current buffs/debuffs:
Doom Metal: 10% Damage, -1 dodge for players.
Destabilizing missile: +20% damage.
The doom cruiser now acts at -1 until end of turn.
Will take damage from two stacks of heat rifle next turn, and 1 stack the turn after that.

Yoink: Long range.
Xvareon: Long range.
NAV: Close range.
Beirus: Long range. separated from other players.
darkpaladin109: Mid range. 1 point defense drone deployed.
Playergamer: Long range.

Spoiler: Yoink (click to show/hide)
Spoiler: Xvareon (click to show/hide)
Spoiler: Nav (click to show/hide)
Spoiler: Beirus (click to show/hide)
Spoiler: darkpaladin109 (click to show/hide)
Spoiler: Playergamer (click to show/hide)
Spoiler: The DOOM CRUISER (click to show/hide)
Spoiler: Notes (click to show/hide)
« Last Edit: April 20, 2015, 10:48:05 pm by Person »
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Yoink

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Re: Roll to DOOM CRUISER 6/6 Turn 7: At long last
« Reply #109 on: April 17, 2015, 10:40:10 pm »

Yay, update! :D
When you say "next attack in one turn", does that mean it attacks next turn, or the turn after?
I'm guessing next turn, but I don't want to get this wrong.
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Person

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Re: Roll to DOOM CRUISER 6/6 Turn 7: At long last
« Reply #110 on: April 18, 2015, 06:37:45 am »

Next turn.
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Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

darkpaladin109

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Re: Roll to DOOM CRUISER 6/6 Turn 7: At long last
« Reply #111 on: April 18, 2015, 07:25:53 am »

Use muh lazor on da doom croozer again. I mean, I got practically nothing else to do, really.
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endlessblaze

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Re: Roll to DOOM CRUISER 6/6 Turn 7: At long last
« Reply #112 on: April 18, 2015, 09:14:02 am »

"this is endlessblaze, im aproching the battle field......this could take a while....i had the mage parked a bit far....."
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FallacyofUrist

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Re: Roll to DOOM CRUISER 6/6 Turn 7: At long last
« Reply #113 on: April 18, 2015, 09:14:59 am »

If this thing is still going, sign up as Drill Ship with Boarding Party
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Playergamer

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Re: Roll to DOOM CRUISER 6/6 Turn 7: At long last
« Reply #114 on: April 18, 2015, 09:21:53 am »

Charge the P-40s shields.
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Person

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Re: Roll to DOOM CRUISER 6/6 Turn 7: At long last
« Reply #115 on: April 20, 2015, 01:56:13 pm »

Still need Yoink, Xvareon, NAV and Beirus. I mean I can basically run NAV's Ship automatically, but still.
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NAV

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Re: Roll to DOOM CRUISER 6/6 Turn 7: At long last
« Reply #116 on: April 20, 2015, 01:58:21 pm »

Yeah, not really many options. Continue strafing.
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Beirus

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Re: Roll to DOOM CRUISER 6/6 Turn 7: At long last
« Reply #117 on: April 20, 2015, 02:08:14 pm »

Fire HEAT rifle again. Says I have 1 ammo left. If out of ammo, fire AP rifle. Aim for area without shields or with lots of important - looking components lined up.
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Yoink

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Re: Roll to DOOM CRUISER 6/6 Turn 7: At long last
« Reply #118 on: April 20, 2015, 10:02:05 pm »

Next turn.

Okay, in that case...

Turn down the speakers for now, stub out my joint, liven myself up and get ready to dodge!
Also, does speed aid dodge attempts? I can't remember. If not: Fire the sonic gun!
If yes: Continue firing my machinegun!
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Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.
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