The battle begins!
Initiatives:
Pilot Varkan: 8+2=10
E.P.A.S. AI: 7+3=10
Blackbeard: 7+2=9
Blorb Boy: 4+1=5
MIDNIGHT EDGEMAN: 2+2=4
DOOM CRUISER: 7-3=4
Captain Nico: 3
Get in close range, transform into a FIST and PUNCH the Doom Cruiser!
3+2v2-3: Pilot Varkan wastes no time, and flies their machine straight at the DOOM CRUISER's hull. Direct hit!
8+2v3+3: A whole bunch of armor is broken off by the attack! 225 damage. The blades deal an additional 50 damage.
Scan the doom cruiser for weapons!
7+1: E.P.A.S. AI fires up the scanners. New information is revealed!
FIND SOME PLACE ON THE DOOOOOM CRUUUUUISER THAT LOOKS KINDA LIKE A COCKPIT AND GET RIGHT UP NEXT TO IT, THEN FIRE EVERYTHING AT IT!
6v2+3: You drive close to the DOOM CRUISER, and fire off all the harpoons! 150 damage.
7v2+3: Then, you ram it with all the ship's power! 300 damage. Time to fire the boarding guns!
5v4+3, 7v3+3: The first boarding projectile bounces off, but the second connects! You're not sure the crew will be able to get all the way inside, but you hope for the best. You should be able to reclaim the projectile that bounced off. It wasn't seriously damaged, and your crew member has a fair bit of air. 50 damage.
Fart towards the DOOM CRUISER.
6v2+3: Blorb Boy moves to close range. Their ship starts to rip at the DOOM CRUISER's hull to devour it. It is rather devoid of nutrients. 150 damage. +100 hp. Max health reduced by 50 due to random tumor effects.
>SHOOT MY EDGY GUNS AT THE DOOM CRUISER WHILE RUSHING FORWARD
The edgy ship unleashes a scarlet red booster, and flies forward at full speed in preparation to to start shooting at mid range!
8v6-3, 5v2-3, 2v8-3, 6v7-3, 8v1-3, 6v4-3: A full barrage of 6 shots is fired, of which 5 hit!
6+3, 7+3, 7+3, 7+3, 1+3: Unfortunately, almost all hit sections of the hull which are heavily armored. 100 damage.
DOOM!
The unnatural craft begins to move. Who knows what it could be planning? The attack will occur next turn, whatever it might be.
"Alright men, women, and cats. We have work to do. For The Planet and every civilian cat person!"
Fly to medium range and fire off the Catastrophe Cannon at the DOOM CRUISER.
(In retrospect sorry about the whole cat meat thing. Honestly I don't know what I was thinking. Probably played too much df. It is what it is though.)
7+1v3-3: The Catastrophe Cannon hits directly!
3+3: 200 damage.
1125 damage was dealt to the DOOM CRUISER this turn, yielding 23% SQUAD POWER Charge! Use it wisely, if at all. Refer to the first post if needed.
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: 400/400
Shields: 100/100
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. 3 ammo, can't be replenished easily. 4 ammo if the captain fires himself. Damage varies, but is highest against weakened areas. The DOOM CRUISER's thickest armor won't be penetrated by this weapon yet. 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. 33% 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. 3 uses.
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: 600/450
Shields: 0/0
Regen: 100
Aim: +0
Armor: -1
Dodge: +3
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
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.
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.
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. The same roll can't occur twice in a row. (Yay variety.) The DOOM CRUISER's weapons are secret at first of course. First attack on turn 2.
Health: 23,875/25,000
Stats:
Aim: +0
Armor: +3
Dodge: -3
Initiative: -3
Known Weapons and Equipment:
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
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: Far
Pilot Varkan: Close
Captain Niko: Mid
Blorb Boy: Close
MIDNIGHT EDGYMAN: Mid
SQUAD POWER: 23%
Buffs and Debuffs:
DOOM CRUISER:
Boarded: Will take damage over time based on crew competence. Only one allied man on board.
Note: Feel free to keep sending in sheets. I expect I'll have a need for them very soon.
Edit: I forgot the blades. Dealt an extra 50 damage.