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Author Topic: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 7: PLANETARY BARRAGE  (Read 21473 times)

Yottawhat

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Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 2: Dakka Retaliation
« Reply #45 on: May 22, 2018, 01:09:06 pm »

Meat ship will fart to the stren and vomiting more acid(x3) on it.
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(1) You start forward with determination and certainty. You carry this determination with you right into the gaping crater that opens under your feet. You fall into a pit. The sounds of combat above dim, along with the light from the suns. In the quiet below, you hear some other noises instead.

FallacyofUrist

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Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 2: Dakka Retaliation
« Reply #46 on: May 22, 2018, 06:46:38 pm »

Fire the Catastrophe Cannon at the DOOM Cruiser!
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Person

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Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 3: Fusion!
« Reply #47 on: May 23, 2018, 07:12:24 am »

Well, that took me long enough.

Initiatives:
Blorb Boy: 8+1=9
Pilot Varkan: 6+2=8
E.P.A.S. AI: 5+3=8
MIDNIGHT EDGEMAN: 6+2=8
Captain Nico: 5
Blackbeard: 3+2=5
DOOM CRUISER: 3-3=0

Meat ship will fart to the stern and vomit more acid(x3) on it.
Blorb Boy flies to the stern and readies another barrage of acid!
6v4-3, 4v6-3, 5v7-3: All three blobs hit!
6V7+3, 6V5+3, 1v2+3: 125 damage. Debuff refreshed.
-150 health. +100 health. Aim -1.

Quote from: Nakéen
Auto punch.
280 damage.

purchase an upgrade for 5℅ squad power. Scan for the heat sinks, and attempt to overload them with more plasma fire post-upgrading.
-5%: Your ship is greatly improved by a surge of power!
3: Your scans don't bring up much. A ship that large has heat sinks everywhere. You think you've found an area with less of them though.
3+2v6-3: The plasma bolt hits!
3+3: 220 damage.

Quote from: 0cra_tr0per
Auto cut.
220 damage.

Fire the Catastrophe Cannon at the DOOM Cruiser!
5+1v7-3: Hit!
1+3: 250 damage.

Edgecatpirate fusion: END OF TURN!More harpoons, boarding pods, and ramming: RIGHT NOW, ME HEARTIES! GET TO WORK!
You fire the harpoons!
2v1-3, 6v2-3, 6v4-3: One shot jams, but two of them hit!
2+3, 8+3: 100 damage.
3v7-3: You fire the last shot of the boarding gun! It bounces off!
1: You try to ram, but the engines putter out! You can't build up enough speed!

"BLACKBEARD! MIDNIGHT EDGEMAN! LET'S COMBINE!"
Blast some heroic music, and COMBINE into the EDGY PIRATE MECHA SHIP OF AWESOMENESS for 40% Squad Power.
Sure.
HELL YES MATEYS!
-40%: Fusion Start! Pilot Varkan, Blackbeard, and MIDNIGHT EDGEMAN form up at close range and prepare to fuse with the power they've generated!

The trio glow with immense power, and technicians on the PLANET guide them through the whole process while providing power!

Eventually, the glowing comes to an end, and a giant robot spaceship emerges in a dynamic pose!

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! It is topped with a metallic pirate hat that seems to have manifested out of nowhere. 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.

Boarding Squads:
6v8, 3v3, 4v3: The boarding squads lose more men, but they still inflict 200 damage.

1400 damage was dealt this turn, granting 29% SQUAD POWER CHARGE!

Note: I've decided that reinforcements will happen after the DOOM CRUISER attacks next turn. Spawns being every other turn feels right to me. It'd suck to spawn in and instantly die.

Players:

Spoiler: Dustan Hache (click to show/hide)

Spoiler: FallacyofUrist (click to show/hide)

Spoiler: Yottawhat (click to show/hide)

Spoiler: THE DOOM CRUISER (click to show/hide)
Ranges:
Blackbeard, Varkan, MIDNIGHT: Close
E.P.A.S. AI: Mid
Captain Niko: Mid
Blorb Boy: Close
SQUAD POWER: 32%
Buffs and Debuffs:
DOOM CRUISER:
Boarded: Will take damage over time based on crew competence. 2 squads on board.
Acid Shot: Shooting the stern inflicts an extra 10% damage until the end of next turn.
Attack is next turn, so feel free to unload!
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The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

Glass

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Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 3: Fusion!
« Reply #48 on: May 23, 2018, 08:18:03 am »

CAT-EARS: ON!
HARPOOOOOOONS: KEEP SHOOTING!
BOOZE: FOR EVERYONE!


By the way, we are at 32% super charge.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

FallacyofUrist

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Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 3: Fusion!
« Reply #49 on: May 23, 2018, 09:56:22 am »

I'll take a Hyper Upgrade for myself then.

Fire the final Catmeat shot at the DOOM CRUISER's stern!
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

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Dustan Hache

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Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 3: Fusion!
« Reply #50 on: May 23, 2018, 10:31:29 am »

upgrade again, then get up close and unleash a sustained barrrage of plasma across the stern!
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Nakéen

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Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 3: Fusion!
« Reply #51 on: May 23, 2018, 02:00:13 pm »

"Let's open up a path!"

Chug down a glass of the super booze, and swings the KATANA-CLAW POWERFISTS at full force!
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Failbird105

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Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 3: Fusion!
« Reply #52 on: May 23, 2018, 05:15:43 pm »

So will those reinforcements be from the waitlist? Because I'll tell you I could fill out a team with the ideas I want to see.
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Yottawhat

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Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 3: Fusion!
« Reply #53 on: May 23, 2018, 06:04:22 pm »

Blorb Boy is going nom-nom at stern section and then vomit up(1) his lunch.
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(1) You start forward with determination and certainty. You carry this determination with you right into the gaping crater that opens under your feet. You fall into a pit. The sounds of combat above dim, along with the light from the suns. In the quiet below, you hear some other noises instead.

Screech9791

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Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 3: Fusion!
« Reply #54 on: May 23, 2018, 07:45:01 pm »

>FIRE THE EDGY GUNS AT THE STERN

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?

On another note, I was originally going to make a semi serious ship idea, but then I decided fuck it at the last minute and did a joke description, leading to my edgy ship.
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King Zultan

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Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 3: Fusion!
« Reply #55 on: May 27, 2018, 03:14:10 am »

Put me on the waitlist.

Name: George Washington
Description: 1978 Lincoln Continental Car Guns
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Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
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Person

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Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 4: Reinforcements!
« Reply #56 on: May 28, 2018, 09:30:54 am »

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:

Spoiler: Dustan Hache (click to show/hide)

Spoiler: FallacyofUrist (click to show/hide)

Spoiler: Yottawhat (click to show/hide)

Spoiler: Failbird105 (click to show/hide)

Spoiler: Darkwarlock3 (click to show/hide)

Spoiler: THE DOOM CRUISER (click to show/hide)
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.

Spoiler: Notes (click to show/hide)
« Last Edit: May 31, 2018, 05:32:00 pm by Person »
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Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

Failbird105

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Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 4: Reinforcements!
« Reply #57 on: May 28, 2018, 10:57:37 am »

Spoiler: 914 materials (click to show/hide)
Activate overdrive with super meter, then put the rifle into the 914 replica on very fine.
« Last Edit: May 28, 2018, 11:08:23 am by Failbird105 »
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Glass

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Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 4: Reinforcements!
« Reply #58 on: May 28, 2018, 11:00:55 am »

First off, let's get a pit crew on the S.S. Necrozma.
Second: FIRE EVERYTHING! EVERYWHERE! ALL THE TIME!


Also, will we get more boarding pods when the pit crew arrives?
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

FallacyofUrist

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Re: DOOM CRUISER 2 ELECTRIC BOOGALOO: Turn 4: Reinforcements!
« Reply #59 on: May 28, 2018, 11:52:25 am »

Use the Augmentation Machine on Agent [REDACTED]'s ship!
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.
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