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Author Topic: Roll to DOOM CRUISER 6/6 Turn 7: At long last  (Read 13493 times)

Andres

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Re: Roll to Roll to DOOM CRUISER 6/6 Turn 0: Arrival of the defenders
« Reply #15 on: February 08, 2015, 09:19:40 pm »

Begin charging the WMG.
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Person

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Re: Roll to DOOM CRUISER 6/6 Turn 0: Arrival of the defenders
« Reply #16 on: February 08, 2015, 09:19:55 pm »

Remember to specify your links, its free(referring to pufferfish here). Do you not want to make your gun stronger? (Also I suggest everyone look at the ships of their team mates as well as their own, if only to plan out a basic strategy. Also I should point out that The Salsa Grinder attacks automatically, so you can fire salsa missiles while grinding. Just, you know, in advance.)
« Last Edit: February 10, 2015, 12:02:47 pm by Person »
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Salsacookies

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Re: Roll to Roll to DOOM CRUISER 6/6 Turn 0: Arrival of the defenders
« Reply #17 on: February 08, 2015, 09:27:20 pm »

Begin winding to GRIND, and CHARGE!
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Ozarck

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Re: Roll to Roll to DOOM CRUISER 6/6 Turn 0: Arrival of the defenders
« Reply #18 on: February 08, 2015, 09:32:31 pm »

wait one turn to see how the other weapons affect the Doom Cruiser. Stay/get into long range, prepare railgun. ((can I get accuracy bonuses for turns spent positioning/aiming?))

Person

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Re: Roll to DOOM CRUISER 6/6 Turn 0: Arrival of the defenders
« Reply #19 on: February 08, 2015, 09:35:28 pm »

wait one turn to see how the other weapons affect the Doom Cruiser. Stay/get into long range, prepare railgun. ((can I get accuracy bonuses for turns spent positioning/aiming?))
Sure, spending your turn waiting can certainly give you an accuracy bonus. Believe me though, the DOOM CRUISER has a massive negative in dodge to the point that its almost impossible to miss at all. You can also focus on dodging as an alternative to other actions as well.
« Last Edit: February 10, 2015, 12:02:37 pm by Person »
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Xvareon

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Re: Roll to Roll to DOOM CRUISER 6/6 Turn 0: Arrival of the defenders
« Reply #20 on: February 08, 2015, 09:41:49 pm »

((I'd like to submit myself for the waitlist!  Ship name: Medusa-class Tachyon Accelerator Cannon.))

Ozarck

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Re: Roll to Roll to DOOM CRUISER 6/6 Turn 0: Arrival of the defenders
« Reply #21 on: February 08, 2015, 10:17:36 pm »

i still want to wait a turn, see if the others lower shields, create weak points to aim at, draw fire, that kind of thing. Plus, I have limited long range ammo. One turn shouldn't hurt overall. I hope.

NAV

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Re: Roll to Roll to DOOM CRUISER 6/6 Turn 0: Arrival of the defenders
« Reply #22 on: February 09, 2015, 02:25:00 am »

I would like to sign up as a P-40 Warhawk IN SPACE!
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Beirus

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Re: Roll to Roll to DOOM CRUISER 6/6 Turn 0: Arrival of the defenders
« Reply #23 on: February 09, 2015, 03:11:29 am »

Waitlist!
Badass Explosions Chuck Norris Transformer

Or, since that might be too silly,

Piercing Ghost Sniper Infiltrator Death
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bigjaredmonkey

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Re: Roll to Roll to DOOM CRUISER 6/6 Turn 0: Arrival of the defenders
« Reply #24 on: February 09, 2015, 08:48:18 am »

spread out from the rest of the group, then fire the light rifle at the DOOM CRUISER
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Person

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Re: Roll to DOOM CRUISER 6/6 Turn 0: Arrival of the defenders
« Reply #25 on: February 09, 2015, 10:39:26 am »

Just waiting for Nirur Torir now.
« Last Edit: February 10, 2015, 12:02:24 pm by Person »
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darkpaladin109

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Re: Roll to Roll to DOOM CRUISER 6/6 Turn 0: Arrival of the defenders
« Reply #26 on: February 09, 2015, 10:50:35 am »

The Red Rover is designed primarily as a support vehicle. Its high speed allows it to travel about the area with ease.
Red ones go faster?
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See if you can spot the references :P
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Nirur Torir

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Re: Roll to Roll to DOOM CRUISER 6/6 Turn 0: Arrival of the defenders
« Reply #27 on: February 09, 2015, 03:51:07 pm »

Close in to medium range while firing my machine gun.
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Person

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Re: Roll to DOOM CRUISER 6/6 Turn 1: The first strike!
« Reply #28 on: February 09, 2015, 06:35:58 pm »

I should probably tell you all this game uses the d8.

Pufferfish: RED ROVER RED ROVER MOVE TO SCAN THE CRUISER, OVER.
LINK CHUNKIFIER AND SCAPEGOAT.


Andres: Begin charging the WMG

Salsacookies: Begin winding to GRIND, and CHARGE!

Ozarck: Stay in long range, prepare railgun

bigjaredmonkey: spread out from the rest of the group, then fire the light rifle at the DOOM CRUISER

Nirur Torir: Close in to medium range while firing my machine gun.

Speed rolls: Speed not only determines various not dodge related maneuvering things, it also determines turn oder. Yay!

Pufferfish: 7+3=10
bigjaredmonkey: 4+2=6
Andres: 8-2=6
Salsacookies: 2+1=3
Nirur Torir: 1+1=2
Ozarck: 1+0=1
The DOOM CRUISER: 4-4=0

The Red Rover charges into close range to obtain optimal scanning data. [8+4]: The Red Rover reveals a large quantity of data about the DOOM CRUISER. Still, more data couldn't hurt right? Also the link engine gains charge. Shame there's no overshielding.
   
The Interceptor utilizing troll science (IUTS for short) [2+2] darts away from the main group in an effective fashion. It's about 90 degrees away from the others, if we measure such a thing by forming a circle. Then, it makes an attempt to fire the abomination of a weapon know as the light gun.

[8] Miraculously, the physics defying tool does its job! The light-speed projectile slams into the DOOM CRUISER for a solid 500 damage. First blood! Meanwhile, the magnet drive has increased the power of the Super Magnetic Railgun to 125. Fun fact, the increase is exponential not linear. So the damage goes like this: 100, 125, 156.25, 195.3125, 244.140625, 300.

The Ultimate Signifier begins charging its WMG, sparing no energy to move even the slightest distance. The WMG now has 1 unit of charge, and will deal 200 damage if fired next turn.

The Salsa Chunkifier [6+1] easily makes its way into close range. It begins its work with the Salsa Grinder for 200 damage. Since its health is full, the scrap goes into storage. Further attacks will deal an extra 10% damage until the Salsa Chunkifier begins its next turn.
   
The wild weasel shuttle chooses to leave its Comm Jammer inactive this turn, deciding instead to close in and use its Light Machine Gun. [3+1] It quickly finds itself at medium range, ready to fire.
Attack: [7+1][3+1][1+1][4+1][7+1]
Dodge: [2-4][4-4][7-4][5-4][7-4]
The DOOM CRUISER finds itself with 5 11 damage holes to deal with. It doesn't seem to care much about such a low amount of damage though.

The Doom Cruiser Mk II chooses to remain in place, surveying the situation. The next attack it does will have increased accuracy.

The DOOM CRUISER(you know, the real one), remains ominously still. Next turn the fury it holds will be revealed, probably.

Players:
Nirur Torir: Medium range.
Pufferfish: Short range.
Andres: Long range.
bigjaredmonkey: Long range, separated from other players.
Salsacookies: Short range.
Ozarck: Long range.

Spoiler: Nirur Torir (click to show/hide)
Spoiler: Pufferfish (click to show/hide)
Spoiler: Andres (click to show/hide)
Spoiler: bigjaredmonkey (click to show/hide)
Spoiler: Salsacookies (click to show/hide)
Spoiler: Ozarck (click to show/hide)
Spoiler: The DOOM CRUISER (click to show/hide)
Spoiler: Notes (click to show/hide)
« Last Edit: May 20, 2018, 08:29:02 am by Person »
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bigjaredmonkey

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Re: Roll to Roll to DOOM CRUISER 6/6 Turn 1: The first strike!
« Reply #29 on: February 09, 2015, 06:40:38 pm »

Press Z or R twice
( dodge incoming attack )
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This is a birch door. All craftsdwarfship is of the highest quality. This object menaces with spikes of chicken leather. This object menaces with spikes of chicken leather. On the item is an image of ravens in birch.
Noob fortress, a succession game for noobs.
http://www.bay12forums.com/smf/index.php?topic=157847.0
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