The battle continues!
Initiatives:
E.P.A.S. AI: 4+4=8
EDGECAT PIRATE MECHA SHIP: 5+3=8
Blorb Boy: 4+1=5
Captain Nico: 4
DOOM CRUISER: 1-3=-2
Upgrade again, then get up close and unleash a sustained barrrage of plasma across the stern!
-5%: Another surge of energy fills your ship. You're pretty sure it could only take one more upgrade.
6: You scan the DOOM CRUISER, revealing another weapon. You also manage to find one of the missile firing systems on the stern, and open fire!
3+3v2-3: Direct hit.
1+3: The control system fries completely! The missile system now has -1 to aim, and is notably damaged. The salvo size may reduce by up to three.
220 damage.
CAT-EARS: ON! HARPOOOOOOONS: KEEP SHOOTING! BOOZE: FOR EVERYONE!
Blackbeard chugs a bottle of super booze, giving him a +1 to everything.
8: You scan with the Cat-Ear radar, revealing the location's of some more missile tubes.
6+3v4-3, 5+3v8-3, 3+3v2-3: All three harpoons hit the stern.
4+3, 3+3, 1+3: 175 damage.
>FIRE THE EDGY GUNS AT THE STERN
EDGEMAN also partakes in the booze.
2+3v4-3, 2+3v7-3, 1+3v6-3, 7+3v2-3, 1+3v3-3, 5+3v8-3: EDGEMAN unloads the EDGY GUNS, and the entire barrage of 6 shots hits!
7+3, 1+3, 3+3, 4+3, 3+3, 6+3: 355 damage.
"Let's open up a path!"
Chug down a glass of the super booze, and swings the KATANA-CLAW POWERFISTS at full force!
The booze is delicious.
7+3v7+3, 7+3v2+3: The kanata claw powerfists positively SHRED the DOOM CRUISER's armor. 700 damage.
Blorb Boy is going nom-nom at stern section and then vomit up(1) his lunch.
5-1v5+3: Devouring inflicts 125 damage.
5-1v6-3: The vomit hits the stern once more.
7v3+3: 60 damage. Debuff refreshed.
-50 hp. +100 hp. -1 dodge. (By the way, I forgot about the damage from the gas system. I'll just dump another 200 or so bio damage on the DOOM CRUISER as compensation.)
I'll take a Hyper Upgrade for myself then.
Fire the final Catmeat shot at the DOOM CRUISER's stern!
-5%: The upgrade is much needed. You decide to test this new power.
2+2v7-3: The catmeat connects! The valiant sacrifices of cat kind will not be forgotten soon!
6v3+3: 220 damage.
The boarding teams fight now!
5v5, 1v4: The automated defenses on board the cruiser rout a few more men, but some damage is dealt nonetheless. 75 damage.
Finally, with much trepidation, the DOOM CRUISER begins to take action. And it looks like all your hard work is damaging a particular system is about to pay off, because it decided to fire the DOOM MISSILES! A devastating salvo of 13 missiles is launched toward the players. The EDGECAT PIRATE MECHA SHIP takes over half the barrage! (By the way, I've decided to start sorting attack/dodge/etc rolls by lethality. Enjoy. Also, you may have noticed that shields don't have an armor roll. Just a little thing I did to balance them.)
7v1+3, 7v3+3, 6v2+3, 5v1+3, 4v1+3, 1v3+3, 1v3+3: The EDGY SHIP takes five direct hits for 400 damage!
Blorby Boy apparently warrants no less than 5 missiles!
8v5+1, 8v3+1, 7v5+1, 2v6+1, 2v2+1: They are impacted by 3 of them!
3-1, 2-1, 2-1: The fleshy "armor" of the living tumor is nothing before the high explosive attacks of the DOOM CRUISER! 300 damage.
Finally, Captain Nico has basically avoided notice. They dodge the final missile effortlessly thanks to their upgrade. 2v6+2.
1930 damage was dealt this turn, gaining 39% SQUAD POWER CHARGE!
Reinforcements have arrived! The first is Agent [REDACTED] aboard a spaceship built by the SCP Foundation. How did they get to this universe! [REDACTED], that's how! Can they get back? Wait and see. They'll need to survive the DOOM CRUISER first, if such a thing is possible.
The next is Darkwarlock3, aboard the Fast Rock Armored Magma Chomper! Said ship is a synthetic ship that runs so hot it is literally coated in magma. Lava really, since the substance is exposed to the surface. This is despite it being exposed to vacuum. Shields are great like that.
Oh, that's it? Hm. Well, guess you'll have to wait a little longer King Zultan. 8 players in game right now and that's my limit at the moment.
Players:
Pilots: Captain Blackbeard, Pilot Varkan, and MIDNIGHT EDGEMAN
Description: The EDGECAT PIRATE MECHA SHIP is a fusion of three ships. It takes a large, roughly humanoid shape. The head is red and spiky, under the control of Captain Blackbeard! Eclipsing the craft on both sides are a pair of enourmous power fists guarded by gauntlets and tipped by claws mode of katanas. The remnants of Blackbeard's Ship Ram are also mounted on the outer edges of this awesome vehicle, and can be combined for an attack once charged. All this is controlled by Pilot Varkan! The body is highly bulky and spiked all around, protected by a trenchcoat. An extra pair of arms hold the EDGY GUNS. This area is under the control of MIDNIGHT EDGEMAN! The whole vehicle is covered in red and black paint, with a cape reminiscent of a nautical sail.
Hull: 1000/1000
Shields: 200/500
Regen: 100
Aim: +2
Armor: +2
Dodge: +1(+1)
Initiative: +3
Equipment:
Captain Blackbeard controls:
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Space Harpoon Gun: Does a little damage and stabilizes the ship. Can be used to tow ships or be towed. 50 damage per hit. Can be fired three times per turn. Best at close range. Now shoulder mounted, and can be reeled in at high speed to slightly boost melee damage.
Super Space Booze: Emboldens the pilots, giving them a +1 to most actions. Lasts 2 turns. Does not stack. Can be declined. 6 bottles. Active on all until end of next turn.
Pilot Varkan Controls:
Katana-Claw Powerfists: This system accounts for a huge amount of this robot's mass. It is a giant pair of arms mounted to the vehicles sides. The fists are guarded by gauntlets and tipped with three claws each in the form of the katana from EDGEMAN's ship. Swings twice per turn, and inflicts 300 damage. If swung at full force, it can punch so hard it rips space. This is extremely powerful, but strenuous. This ability is 100% charged.
Ship Ram: A truly humongous mounted spear. It is split into two halves, which each half attached to the outermost part of one of the Powerfists. They can be merged into a powerful ramming weapon at the cost of all other actions. Deals massive damage and reduces armor on hit, but can't be used consecutively. 25% charged.
MIDNIGHT EDGEMAN controls:
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. These guns are still held by they vehicle the originated from. The smaller arms of the EDGY FIGHTER CRAFT OF EDGE are mounted beneath the vastly larger power fists.
EDGY AOE: On command, this vehicle shoots out spikes from all over its body like a pufferfish to attack all nearby enemies! 300 damage. 3 turn cooldown.
EDGY COAT: Can be activated to reinforce defenses by posing dramatically. 3 turn cooldown. Now worn by the entire machine.
Auto:
Spinning Blades: A series of sharp circling blades that line this vehicle. Inflicts about 75 damage to nearby targets every turn, possibly more.
DEATH RECHARGER: Destroying ships recovers 100 points of hull and shield if done at close range. Halved otherwise.
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: 350/350
Shields: 250/250
Regen: 50
Aim: +1(+2)
Armor: -2(+2)
Dodge: +2(+2)
Initiative: +3(+2)
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: 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: 350/350
Shields: 250/250
Regen: 50
Aim: +1(+1)
Armor: +2(+1)
Dodge: +0(+2)
Initiative: +0(+1)
Equipment:
Catastrophe Cannon: Launches cubes of condensed cat meat at absurd speeds. Why? Because it can. 200 damage per hit. 0 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: 250/450(-1)
Shields: 0/0
Regen: 100
Aim: +0(-1)
Armor: -1
Dodge: +3(-2)
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: Agent [REDACTED]
Description: SCP Anomaly Esoteric Transport Carrier
The SCP Anomaly Esoteric Transport Carrier is a ship built by the SCP Foundation. It wasn't supposed to show up in this universe, but that's just how anomalies are sometimes. Protect humanity!
Hull: 300/300
Shields: 200/200
Regen: 50
Aim: +3
Armor: +2 (+1)
Dodge: -1
Intiative: +1
Equipment:
44: World War II Era Molecular-Fission Cannon. 500 damage, but takes 3 turns to reload. 6 ammo. Best at close range.
148 Armor: This ship is lightly coated with Telekill Alloy. This keeps the anomalous properties of this ship localized, and also protects it slightly from a variety of things.
914 Replica: Can modify objects according to the rules of said SCP. GM decides results. Starts with 10 uses and generic materials that the player can define. Veto allowed.
2722 Parts: Sub systems copied or recovered from a curious space ship.
Instance 12-1131: A set of laser point-defence systems, mounted on the outside of the hull, each 1 meter in diameter. Each capable of power in excess of █████ kW. Consumes shields.
Instance 93-0983: Roughly spherical automatons equipped with nanometric motile parts acting as drones of various sections. Drones able to adhere to most surfaces, perform delicate repair and cleaning tasks. Internal storage seems to act as a valid chemical reactor. Extremely efficient, able to self-repair, grow in size and replicate through a mechanical "mitosis" after a period of growth. Automatically repairs hull by 50 each turn.
Anomalous Transport: This ship is carrying a variety of things are simply not meant to be. Damaging or destroying this ship may have metaphysical consequences.
Name: Darkwarlock3
Description: Rock, magma, armored, fast, Chomp. The Fast Rock Armored Magma Chomper is a synthetic ship that runs so hot it is literally coated in magma. Lava really, since the substance exposed. This is despite it being exposed to vacuum. Shields are great like that.
Hull: 300/300
Shields: 150/150
Regen: 25 hull and shields when above 100 hull.
Aim: +1
Armor: +2
Dodge: -1
Initiative: +0
Equipment:
Magma Chomper: A superheated weapon at the front of the ship. Shaped like a powerful jaw, it rips into targets effortlessly. 200 damage+50 to highly heated targets. Inflicts heat. Restores hull by 50 on kill.
Eruption Shot: Fires molten rock at the target. 3 shot burst. 50 damage per hit. Inflicts heat.
Molten Missile: Superheated projectiles that immensely heat up the target. 150 damage. 3 ammo. One shot per turn.
Every 2 turns, the DOOM CRUISER rolls a die to choose what weapon to fire. Next attack on turn 6.
Health: 19,370/25,000/25,000
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 DRONES: THE DOOM CRUISER deploys 6 drones to attack the party! Drones have 100hp, no shields, and a light machine gun. They have +1 to dodge and initiative.
DOOM MISSILES: THE DOOM CRUISER launches a whole bunch of missiles! 15 attacks at random targets, 80 damage per hit. +1 to aim. (-1 to aim.) Location: Stern. Semi-Located. Some damage. Salvo size may reduce by 3.
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. (-1 to aim.) Location: Stern
Ranges:
Blackbeard, Varkan, MIDNIGHT: Close
E.P.A.S. AI: Mid
Captain Niko: Mid
Blorb Boy: Close
Agent [REDACTED]: Far
Darkwarlock3: Far
SQUAD POWER: 61%
Buffs and Debuffs:
DOOM CRUISER:
Boarded: Will take damage over time based on crew competence. 1.5 squads on board.
Acid Shot: Shooting the stern inflicts an extra 10% damage until the end of next turn.
Deep apologies about the delay. I spent much of the time since the last update without internet, and much of the rest on building waitlist ships/rolling the missile barrage. It shouldn't take even half as long next turn. Let's keep going.
Also, if a fused ship fuses again, how much super meter points does it cost? Is it, for example, 60 for a 3 ship-fusioned ship and a normal ship to fuse?
Fused ships count as the number of ships it took to form them. A 3 ship fusion plus another ship would be 80 points. I initially really wanted to make them count as one ship for meter point costs in fusion, but A: That'd be really busted, B: We have so few players as it is, and C: I'm not sure my mind is ready for the sort of creativity that would demand. Sorry. As an aside, if you ever decide you want to be not fused anymore for some reason, that can be done for 5% per de-fusioned ship.
By the by, if you want my mental image of the EDGECAT PIRATE MECHA SHIP here you are. Take the Pokemon Necrozma. Add a pirate hat, lots of mounted guns, spikes everywhere, giant cludgy triangles on the arms to form the ram, and an extra pair of little arms. Basically, this ship is what Necrozma would look like if it were even more like a Digimon.
Anyway, given how much more damage players do this time around, I may have given the DOOM CRUISER too little health. Well, I'll just have to make up my mind regarding a few ideas I had to compensate for this possibility before I began. They should become apparent below 10k hp at the latest.