Speed rolls:
bigjaredmonkey: 8+2=10
Xvareon: 8-1=7
Nav: 5+2=7
darkpaladin109: 5+1=6
Yoink: 5+1=6
Beirus: 6-1=5
The DOOM CRUISER: 3-4=-1
Current buffs/debuffs:
Doom Metal: 10% Damage, -1 dodge for players.
Destabilizing missile: +10% damage.
Tachyon Cannon: +10% damage.
From various sources, the doom cruiser now acts at -2 until end of turn.
bigjaredmonkey: Continue firing light gun at DOOM CRUISER[2]: The light gun refuses to function this turn. At least it wasn't a complete failure though, given that your ship didn't explode. The super magnetic railgun powers up.
Xvareon: Fire Destabilizing Missiles again, this time attempting to aim for anything that looks like a vital sensor component or subsystem. Take no other action.[3+1][4-4]: The Destabilizing Missile strikes true this time! 130 damage. The debuff has refreshed to 20% increase, and -1 to actions.
NAV: DAKKA-DAKKA-DAKKA-DAKKA-DAKKA-DAKKAAim: [2][7][4][1][1][8]
Dodge: [6-4][3-4][4-4][2-4][3-4][3-4]
The heavy machine guns open fire with what would be gratuitous noise, were you not in space. Dakka just ain't the same without noise. 5 hits. 350 total damage.
darkpaladin109: Laser array the doom cruiser again.[6][7-4]: The laser array heats up. This turn it deals 210 damage.
Yoink: >Continue increasing speed and keep my broadcast active, but make sure not to come too close to the DOOM CRUISER.
Fire my machine gun at any damaged points/important-looking sensors, if I can do that whilst blasting my doom playlist.(The broadcast is free as long as its active)
Aim: [5+1][5+1][5+1]
Dodge: [1-4][8-4][2-4]
The machine gun deals a total of 105 damage.
Your speed doubles to +4.
Beirus: Activate cloaking, shoot with incendiary rifle.[6]The cloaking field activates.
[7-2][4-4]: The HEAT rifle lands an explosive hit for 280 damage. For the next 2 turns, the DOOM CRUISER will take damage.
The DOOM CRUISER: An array of Gauss guns detaches from the DOOM CRUISER's armor. These look much more dangerous than the last doom cannons. These shoot at a base aim of +1. As such, with current debuffs taken into account, they shoot at -1 this turn.
No less than 10 Gauss rounds make their way towards the troll ship. Clearly it has done its job very well.
Aim: [4-1][7-1][5-1][2-1][5-1][2-1][2-1][4-1][6-1][4-1]
Dodge: [3][4][5][2][7][8][2][4][2][3]
2 hits.
The trollship almost weathers the assault, but it only had enough integrity to survive a single strike. 2 direct hits was a bit much.
4 rounds head towards darkpaladin109:
Aim: [5-1][7-1][3-1][4-1]
Dodge: [2][1][2][8]
2 of those rounds hit, breaking though their shields, for a total of 20 hull damage. The Hydra class shields increase in strength.
3 rounds make their way towards Nav.
Aim: [1-1][8-1][8-1]
Dodge: [8][4][2]
2 of them hit, breaking through their shields for a total of 20 hull damage.
Finally, the remaining 3 rounds head towards Xvareon.
Aim: [3-1][6-1][4-1]
Dodge: [8-2][5-2][5-2]
Only one hits, for 35 hull damage.
Reinforcing the defense efforts, Playergamer breaks off from the swarm! They pilot the KC-135 Stratotanker In Space! The KC-135 Stratotanker In Space is a support vessel designed to refuel, repair, and rearm other ships! It lacks weaponry entirely! Be warned that it cannot heal itself, so keep it safe.
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.
Yoink: Doom Metal Sonic Assault Craft!
Desc: The design of the Doom Metal Sonic Assault Craft has a very death metal like feel to it. Its primary purpose seems to be a mix between a close range assault craft, and a support vehicle.
Health: 250/250
Shields: 50/50 Regens 10 per turn.
Speed: +1(+4)
Aim: +1
Dodge: +1
Armaments:
High Speed-Engine: Speed bonus doubles every turn, to a maximum of 8.
The Sonic Gun: This weapon works by converting the momentum of the craft into momentum for the projectile. Firing this weapon resets your speed bonus to +1. Damage is 50*Speed Bonus.
Medium Machine Gun: 25 damage per hit, 3 shots. The medium machine gun is a significant step up from the light machine gun commonly mounted on many crafts.
Metal Broadcast: This music playing device plays doom metal to all players to boost morale. 10% damage/+1 accuracy while active, but at the cost of -1 to dodge. Currently active.
Xvareon: Medusa-class Tachyon Accelerator Cannon
Desc: The Medusa-class Tachyon Accelerator Cannon has a design based on stopping enemies in their place by destroying them through heavy firepower. That purpose isn't ideal against a huge enemy like the DOOM CRUISER, but its still very much a powerful vehicle.
Health: 165/200
Shields: 5/25 Regens 5 per turn.
Speed: -1
Aim: +1
Dodge: -1
Armaments:
Tachyon Cannon: This device is the one the ship gets its name from. It uses particles that travel faster than light to hit enemies before the weapon is fired. This makes it impossible to react to. The speed of the projectiles also disorients the target, making further damage deal 10% damage. 150 damage. 5 ammo. Works best at mid to long range. Currently jammed for 1 turns.
Heavy Rifle: A powerful rifle to be used as a backup weapon. 100 damage. Works best at long range. Currently jammed for 1 turns.
Destabilizing Missile: A strong missile that smashes into its targets with powerful kinetic force to destabilize any moving parts. Hits cause the target to get a temporary -1 to actions, and a 20% increase to further incoming damage. Causes 100 damage on its own. 1 shot per turn. 1 ammo stocked.
NAV: P-40 Warhawk IN SPACE!
Desc: The P-40 Warhawk IN SPACE is inspired of course, by the world war II fighter of the same name. The P-40 Warhawk IN SPACE! likewise excels for dog-fighting purposes, and is surprisingly durable for such a craft.
Health: 280/300
Shields: 20/100 Regens 20 per turn.
Speed: +2
Aim: +0
Dodge: +1
Armaments:
Heavy Machine Gunx2: The P-40 Warhawk IN SPACE can fire two copies of the standard heavy machine gun at once without penalty! 50 damage per hit, 3 shots for each gun per turn. These machine guns also have a 360 degree turning radius, and as such can be fired at any time without loss in effectiveness. They work best at close range. Unfortunately, that's all this vehicle mounts when it comes to weapons.
Beirus: Piercing Ghost Sniper Infiltrator Death
Desc: The Piercing Ghost Sniper Infiltrator Death is a long range attack vessel with cloaking capabilities. It is ideal for attacking smaller targets, but the DOOM CRUISER is obviously a priority.
Health: 150/150
Shields: 150/150 Regens 25 per turn.
Speed: -1
Aim: +1
Dodge: +1
Armaments:
Cloaking Device: This device consumes 25 units of shield each turn in order to increase dodge rate by +3, in addition to making you untargetable by most actions. Currently active.
Armour Piercing Rifle: This Rifle is a powerful anti armor weapon that ignores shields. If a target has no shields, it also causes a -1 penalty to actions on hit. 150 damage. Fires at +1 accuracy. In addition, it can pierce through smaller targets for extra collateral damage. 6 ammo. Works best at long range.
HEAT Rifle: This Rifle creates a powerful explosive blast on hit. It's almost like a small star in principle. 200 damage, 100 damage for the next 2 turns. 2 ammo. Works best at long range.
Heavy Rifle: 100 damage. Works best at long range.
darkpaladin109: Enigma Class Hydorah Laser Shuttle
Desc: The Enigma Class Hydorah Laser Shuttle has a rather eclectic design. Its primary mode of operation is that of a medium range laser support ship.
Health: 280/300
Shields: 40/200 Regens 40 per turn.
Speed: +1
Aim: +0
Dodge: +1
Armaments:
High Focus Laser Array: An array of high powered lasers. These gain increased damage over time as long as they are focused on the same target. 100/150/200/250 damage per turn. These work best at mid range.
Point defense drones: This ship can deploy drone that can deflect incoming fire. Drones have 100 health each. 5 drones are stored to start. Current stock: 4.
Hydra class shields: Each time the shields on this vehicle are brought down to zero, their maximum capacity doubles, as their recharge speed.
Playergamer: KC-135 Stratotanker In Space
Desc: The KC-135 Stratotanker In Space is a support vessel designed to refuel, repair, and rearm other ships! It lacks weaponry entirely! Be warned that it cannot heal itself, so keep it safe.
Health: 250/250
Shields: 100/100 Regens 10 per turn.
Speed: -1
Aim: +0
Dodge: -1
Armaments:
Nanite Factory: This factory uses versatile resources, combined with high efficiency machinery to create ammunition and other supplies. Amount created varies depending on the thing being supplied.
Reconstruction Beam: This beam repairs hull damage to other ships! Heals 100 damage per turn.
Charging Array: This laser like array charges shields! Restores 100 shields per turn. Can overcharge shields, but extra charge decays at a rate of 50 units per turn.
Next attack in 2 turns.
Estimated Health: Somewhere from 48,000 to 50,500. Remaining ~97% More data required for improved accuracy.
Total damage dealt: 8362
Kills: 6
Known Weapons and Equipment:
Gauss Cannons: The DOOM CRUISER fires a small barrage from an array of Gauss guns. Targets random players. Average 30 damage per hit. 20 shots.
Mass Drivers: The DOOM CRUISER fires large packets of junk towards the players at high speed! Targets random players. Average 100 damage per hit. 12 shots.
DOOM Gauss Cannons: An array of powerful Gauss guns pops out of the armor, and fires a devastating barrage! Targets random players. Average 60 damage per hit. 20 shots.
DOOM NOVA: DOOM Nova: The DOOM CRUISER releases a massive wave of energy, annihilating every player.
DOOM Laser: The DOOM CRUISER fires a gigantic laser that annihilates every player. No attack 2 turns from now, due to overheating.
I figured adding noted about buffs would be a good idea. Also, I forgot to update the zeno engine's cooldown before, but evidently that doesn't matter anymore.