The valiant fleet of ships has begun to approach the DOOM CRUISER! At the front of the pack is Pufferfish in the Red Rover! The Red Rover is designed primarily as a support vehicle. It has high speed, allowing it to travel about the area with ease. It also has scanning equipment.
Following them is bigjaredmonkey in... Er... Actually, what is that? Never mind.
Moving on, next up is Nirur Torir in the Scapegoat-class wild weasel shuttle. The Scapegoat class wild weasel shuttle is designed to draw enemy fire, and either tank it or dodge it to divert damage from weaker ships.
Neck and neck with the wild weasel shuttle is Salsacookies in The Salsa Chunkifier. The Salsa Chunkifier was created mostly using parts from old meat processing factories. No one really knows why, but it grinds up metal almost as well as it does meat.
Following them is Ozarck in The Doom Cruiser Mk II. The Doom Cruiser Mk II was hastily thrown together to mock/confuse the DOOM CRUISER. It looks very much like a miniature DOOM CRUISER, but obviously it doesn't have the full complement of weapons you'd expect. A mock-up it may be, but its still a highly effective all rounder spacecraft.
Bringing up the rear is Andres in the Ultimate Signifier WMG Platform Battleship, and its easy to see why they're last to arrive. The Ultimate Signifier is designed to do one job, and one job very well. It may be slow, and it might not be able to dodge well, but it has a very, very, big gun, and that's all it needs, right?
The DOOM CRUISER sits in wait, taking in its opposition. Something seems to whir within it for a moment, and its lights grow brighter. It must be preparing for an attack. The first attack is in 2 turns! Go get em, pilots! All players start at long range, and close by each other. Feel free to say you distribute yourself into a circle to avoid splash damage or whatever. Its all mostly abstracted. Its probably safe to assume you can change range and shoot at the same time.
Players:
Nirur Torir: Long range.
Pufferfish: Long range.
Andres: Long range.
bigjaredmonkey: Long range.
Salsacookies: Long range.
Ozarck: Long range.
Nirur Torir: Scapegoat-class wild weasel shuttle
Desc: The Scapegoat class wild weasel shuttle is designed to draw enemy fire, and either tank it or dodge it to divert damage from weaker ships.
Health: 300/300
Shields: 100/100 Regens 20 per turn.
Speed: +1
Aim: +0
Dodge: +1
Armaments:
Light Machine Gun: 10 damage per hit. 5 shots per turn. Fires at +1 accuracy. Works well at any range.
Mini-Missiles: 50 damage per hit. 3 shots per turn. Slight homing effect. 12 ammo. Works best at mid range.
Flak Cannon: 75 damage per hit. 3 shots per turn. Fires at +1 accuracy. Works best at close range. 9 ammo.
Comm Jammer: Plays annoying music at the DOOM CRUISER, among other things in order to divert its attention. While active, you become a higher priority target.
Pufferfish: Red Rover
Desc: The Red Rover is designed primarily as a support vehicle. Its high speed allows it to travel about the area with ease. It also has scanning equipment.
Health: 250/250
Shields: 50/50 Regens 10 per turn.
Speed: +3
Aim: +0
Dodge: +2
Armaments:
Link Engine: Creates an electronic link of sorts between this ship and two teammates. Passing through those teammates increases the power of the RR-Cannon. It also replenishes their shields by 25 points, as well as your own. Be sure to specify targets at the start of your turn.
RR-Cannon: This cannon draws power directly from the Link Engine. It has a starting power of 50, and this doubles each time the links are passed through, up to a maximum of 800. Works best at mid range. Fires at +2 accuracy.
Scanning Array: Allows you to scan and gather more data about a target. The closer you are, the more data you gain, and the better it is.
Andres: Ultimate Signifier WMG Platform Battleship
Desc: The Ultimate Signifier is designed to do one job, and one job very well. It may be slow, and it might not be able to dodge well, but it has a very, very, big gun, and that's all it needs, right?
Health: 400/400
Shields: 100/100 Regens 20 per turn.
Speed: -2
Aim: +2
Dodge: -2
Armaments:
WMG(Wave motion gun): The WMG is a gigantic laser cannon, large enough that even the DOOM CRUISER can't deny its power. However, a gun like that takes time to build enough energy in one place. For each turn of charging, the WMG gains 200 power, up to a maximum of 800. The WMG also does triple damage to shields, which is nice. The WMG works best at long range. Fires at +3 accuracy.
bigjaredmonkey: Interceptor utilizing troll science
Desc: This particular ship seems... off somehow, like it isn't really meant to exist in 3 dimensions. It seems to only exist based on some bizzare quirk of physics that could cause it to collapse at any moment. Damn if it can't fly well though. It seems to work primarily as a wide range attack craft.
Health: 150/150
Shields: 25/25 Regens 5 per turn.
Speed: +2
Aim: +1
Dodge: +1
Armaments:
Light Rifle: Propels small projectiles at the speed of light through some weird quirk of physics involving a flashlight. High chance of failing, but when it works, does 500 damage. Guaranteed to hit. The Light Rifle works at any range.
Magnet Drive: Uses the apparently free energy from magnets for infinite power, eventually. Obviously the ship can't hold infinite power in one place very long, so remember to shoot the railgun before the whole thing explodes from the tension.
Super Magnetic Railgun: Starts with 100 power, and increases by 25% each turn, up to a max of 300. 5 ammo. The Super Magnetic Railgun works best at long to mid range. Fires at +1 accuracy.
Zeno Engine: Convinces incoming projectiles that they can't possibly reach this ship, because they'd have to get halfway first, and then etc/etc/etc. Lasts 1 turn. 5 turn cooldown. Manual activation required.
Unstable Core: When anything this vehicle does fails, it fails catastrophically.
Salsacookies: The Salsa Chunkifier
Desc: The salsa chunkifier was created mostly using parts from old meat processing factories. No one really knows why, but it grinds up metal almost as well as it does meat.
Health: 300/300
Shields: 50/50 Regens 10 per turn.
Speed: +1
Aim: +1
Dodge: +1
Armaments:
The Salsa Grinder: A veritable assortment of deadly grinding, slashing, and stabbing tools are mounted on the front of the Salsa Chunkifier in what amounts to a deadly whirl of blades. The Salsa Grinder deals 200 damage per turn as long as it remains in melee range, and while there, the remaining armour is weakened, causing other sources to do 10% extra damage.
Salsa Missiles: The salsa missiles are fairly weak, but if they penetrate a targets armor, they release enough heat to deal notable damage. 50 base damage, chance of 100 more. Less effective in vacuum. Works best at mid range, but close range is passable. 3 shots per turn. 15 ammo.
Recycling Factory: Recycles the metal that The Salsa Grinder eats up into usable material. The Salsa Chunkifier recovers 10% of the damage it deals. Alternatively, 1 salsa missile can be produced for every 400 damage dealt. Choose how you will allocate the metal you earn each turn carefully.
Ozarck: Doom Cruiser Mk II
Desc: The Doom Cruiser Mk II was hastily thrown together to mock/confuse the DOOM CRUISER. It looks very much like a miniature DOOM CRUISER, but obviously it doesn't have the full complement of weapons you'd expect. A mock-up it may be, but its still a highly effective all rounder spacecraft.
Health: 400/400
Shields: 50/50 Regens 10 per turn.
Speed: +0
Aim: +0
Dodge: +0
Armaments:
Gauss Cannons: An array of gauss cannons that are highly effective at close range. 6 shots per turn, 40 damage each. Fires at +1 accuracy.
Railgun: A simple Railgun. 180 damage. Works best at long range. 1 shot per turn. 6 ammo. Fires at +1 accuracy.
Missiles: 75 damage per hit. 3 shots per turn. 9 ammo.
First attack in 2 turns.
Health: 100%
Known Weapons and Equipment:
No data.
I was already making red rover based on the game in question, funnily enough. Obviously some of your ships are maybe better than others. For the first wave though, we've got a fairly well rounded team.