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. )
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:
Name: Blackbeard
Description: SPACE PIRATE BOARDER MAN, AAAAAARRRRRRRRR! The SPACE PIRATE BOARDER MAN, AAAAAARRRRRRRRR! is a shabbily put together vessel created to board enemy ships. Only time will tell how effective that sort of thing is against the DOOM CRUISER.
Hull: 275/400
Shields: 20/100
Regen: 20
Aim: +0
Armor: +2
Dodge: -2
Initiative: +2
Equipment:
Boarding Guns: These fire pods containing crew members into the target. Said pods are tipped by drills. 2 ammo left. Damage varies, but is highest against weakened areas. Best at close range.
Ship Ram: A giant mounted spear at the front of the ship. Deals 300 damage on hit, but can't be used consecutively. Build up momentum first.
Space Harpoon Gun: Does a little damage and stabilizes the ship. Can be used to tow ships or be towed. Up to 3 50 damage attacks per turn. Best at close range.
Space Booze: Emboldens the crew, given them a +1 to most actions but a -1 to dodge and aim. Lasts 3 turns. Does not stack. 3 uses.
Name: E.P.A.S. AI
Description: Experimental Plasma and Scanner Corvette. The Experimental Plasma and Scanner Corvette is a high speed craft with support capabilities. Due to experimental parts, it isn't very durable.
Hull: 250/250
Shields: 150/150
Regen: 30
Aim: +1
Armor: -2
Dodge: +2
Initiative: +3
Equipment:
Plasma Gun: Fires a single 200 damage bolt of plasma. Fired at low velocity, so it works best at close or mid range.
Experimental Scanner: Scans targets for information. Can reveal sub-system locations. Very powerful, but results may not be perfectly accurate.
Untested Systems: Failed rolls may inflict damage to this ship.
Name: Pilot Varkan
Description: Glorious Transforming Ship Made of Mechas. The Glorious Transforming Ship Made of Mechas is a designed cobbled together from a bunch of powered armor suits. It isn't very large or durable, but it has great speed and versatility.
Hull: 300/300
Shields: 200/200
Regen: 25
Aim: +1 (+1)
Armor: -1 (+1)
Dodge: +2 (+1)
Initiative: +1 (+1)
Equipment:
Multi-Form Mechanism: Allows this ship to transform into a few different things. Loaded forms are MELEE, RANGED, AND SUPPORT. Transforming consumes an entire turn.
MELEE: The ship basically becomes a battering ram. Shape determined by the user.
RANGED: The ship transformed in such a way that every possible weapon is pointed outwards. Literally a ball of guns.
SUPPORT: Transforms into a ship that can do repairs and such.
Current Equipment: MELEE
FIST: The ship is a massive fist. Impacts deal 200 damage to the target, and none to the ship itself. Can execute a POWER FIST attack that reduces the target's armor for a turn. 3 turn cooldown. Also increases all stats by 1.
Spinning Blades: A series of sharp circling blades that line this vehicle. Inflicts 50-100 damage to nearby targets every turn.
Barrage System: This vehicle temporarily splits into the original mecha components, each of which delivers a powerful attack. Requires 3 turns to charge through kinetic force. 67% charged.
Name: Captain Nico
Description: 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.
Hull: 300/300
Shields: 200/200
Regen: 50
Aim: +1
Armor: +2
Dodge: +0 (+1)
Initiative: +0
Equipment:
Catastrophe Cannon: Launches cubes of condensed cat meat at absurd speeds. Why? Because it can. 200 damage per hit. 2 ammo. Best at short or mid range.
Claws: These work as you'd expect. 100 damage.
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Repair Kit: Comes with 500 metal. Restores 1 hull to the target for each point of metal used. Non-Organic ammo can also be refilled.
Augmentation Machine: Allows the attachment of Claws and Cat-Ear Radar to a ship. 2 uses left.
Name: Blorb Boy
Description: Weird-Ass Tumorous Space Blob. 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.
Health: 550/450(-1)
Shields: 0/0
Regen: 100
Aim: +0
Armor: -1
Dodge: +3(-1)
Initiative: +1
Gas Propulsion System: As disgusting as it sounds. Nearby enemies and allies may take biological damage.
Devour: Rip apart and consume the target. 150 damage. Inflicts greatly increased damage to smaller targets, which restore health if killed.
Acid Shot: Consumes 50 points of health to fire a burst of acid. 100 damage and reduces target armor for awhile. Can be done 3 times per turn. Best at short range.
Overhealing: Regeneration can exceed max hp. Exceeding it by too much has consequences.
Actually a Tumor: Every turn, a random stat is reduced by 1 point. For health, that means -50. This ship cannot be upgraded or fused.
Name: MIDNIGHT EDGEMAN
Description: 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.
Hull: 250/250
Shields: 150/150
Regen: 30
Aim: +0
Armor: -1
Dodge: +2(+1)
Initiative: +1
EDGY BLADE: A katana so sharp that it rips into space itself. Has a slight ranged attack that can hit potentially multiple targets at reduced damage. 200 damage. Augmented with a clawed gauntlet for an extra 50 damage.
EDGY GUNS: A painful looking pair of red and black guns. They launch spikes that embed into the target and explode. 50 damage per hit. Each fires up to 3 shots per turn. Best at short or mid range. 12 ammo.
EDGY COAT: Can be activated to reinforce defenses at the cost of speed by posing dramatically. 3 turn cooldown.
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
DEATH RECHARGER: Destroying ships recovers 100 points of hull and shield if done at close range. Halved otherwise.
Every 2 turns, the DOOM CRUISER rolls a die to choose what weapon to fire. Next attack on turn 4.
Health: 22,700/25,000
Stats:
Aim: +0
Armor: +3
Dodge: -3
Initiative: -3
Known Weapons and Equipment:
Medium machine guns: THE DOOM CRUISER fires many medium machine guns. 24 attacks at random targets, 25 damage per hit. -2 to aim.
Heavy machine guns: THE DOOM CRUISER fires many heavy machine guns. 24 attacks at random targets, 50 damage per hit. -2 to aim.
Full machine gun barrage!: THE DOOM CRUISER fires both sets of machine guns! No multi attack penalty. Still -2 to aim.
DOOM MISSILES: THE DOOM CRUISER launches a whole bunch of missiles! 15 attacks at random targets, 80 damage per hit. +1 to aim. Location: Stern. Semi-Located. Minimal damage.
DOOM ARMAGEDDON: THE DOOM CRUISER fires 3 powerful homing nuclear missiles at random targets! Those targets almost certainly die if they get hit. I'll tell you the damage if it is relevant. The team has 1 turn to shoot down/jam/redirect/delay them. +4 to aim. Location: Stern
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.