Something something battle.
Initiatives:
E.P.A.S. AI: 4+5=8
EDGECAT PIRATE MECHA SHIP: 8+4=12
Captain Nico: 5+1=6
Captain [REDACTED]: 5+1=6
Blorb Boy: 5+1=6
Darkwarlock3: 4+0=4
DOOM CRUISER: 2-3=-1
finish upgrading, melting the missile firing system, then scan for weakpoints.
-5%: The final wave of upgrades arrives, and you are all but certain that your systems are operating at 100% efficiency.
7+4v1-3, Armor 2+3: The plasma bolt fries more of the missile firing system for 250 damage. A few more good attacks at the stern should finish the system off.
7+4: Your scans reveal that the fore is probably the part that has taken the most punishment so far. It also reveals a number of weak points on the stern which will soon be relevant, as well as two more weapon systems. These ones look a lot more threatening than almost anything yet revealed. You beam the data to your teammates.
>CONTINUE UNLOADING SPIKES INTO THE STERN OF THE DOOM CRUSER
(Please bold your actions. Also all your abilities started off cooldown, which I probably should have told you. The cooldown isn't actually how long you'll have to wait to use them the first time.)
3+3v4-3, 2+3v4-3, 5+3v8-3, 7+3v4-3, 3+3v4-3, 7+3v8-3, Armor 5+3, 8+3, 4+3, 1+3, 5+3, 5+3: The edgy guns fire off yet another painful barrage, dealing 300 damage.
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?
(Yes. I mostly just didn't list the boarding system because you were out of ammo. In retrospect, that whole "fire the pilot" thing was a dumb idea that I've basically deleted.)
7+3v3-3, 7+3v2-3, 5+3v5-3, Armor 6+3, 6+3, 6+3: The harpoons fly! They embed into the DOOM CRUISER, dealing 150 damage.
-20%: A few small ships enter the battlefield and surround the fused ship to begin their work. Since they don't need to repair the hull, they finish easily and leave as quickly as they arrived. A bunch of pirates managed to hitch a ride aboard the resupplying fleet, and eagerly jump into their pods.
Katana-claw the DOOM CRUISER! If there is not enough charge, just PUNCH!
(I believe there's been a bit of confusion. The PUNCH is the move that requires charge and is stronger. Using the claws boosts the charge, not depletes it.)
Pilot Varkan recognizes that the charge meter is full, and unleashes the full power of the POWERFISTS!
6+3v5-3, Armor 5+3: The collosal arms lunge out one after the other, causing a great distortion in the fabric of space. Before they even strike the hull of the DOOM CRUISER, the force of the swing has already propagated forward. Softened by an immense shockwave, the DOOM CRUISER's stern is smashed to smithereens by a devasating one-two PUNCH! The entire DOOM MISSILES module has been destroyed, causing a chain reaction within the DOOM CRUISER! The continuous explosions propagate through what little remains of the stern, blowing the DOOM ARMAGEDDON MODULE to pieces! Unfortunately, nuclear missiles don't explode when damaged, so no further chaos is caused. All this punching mayhem causes 1500 damage in total. Attacking the stern won't give a damage bonus anymore. It also seems unlikely that any modules remain there, so it may be time to pick a new target area.
The spinning blades strike, dealing 150 damage.
Use the Augmentation Machine on Agent [REDACTED]'s ship!
5: You do so. This ship has a rather unusual design, but you manage to find a place to place the augmented parts.
Here's what I'm having my materials be, under the assumption that the use limit is a materials limit, if it isn't I'll probably add more and remove the amounts for them.
Loaded Helicopter Missile Pod, A Grenade Launcher, Four grenades, A rifle, ammunition for the rifle, A toy robot, A space suit
Activate overdrive with super meter, then put the rifle into the 914 replica on very fine.
(The use limit is basically a materials limit, yes. I see no issue with your starting supplies, so lets get started.)
Luck ?(Hidden): After a bit of waiting, the device spits out another rifle. You don't see many outward differences, but it looks like ammo isn't necessary. It might be a bad idea to fire this while inside the ship.
Jam the meatship directly into the stern section and start chomping/vomiting out the chomped material(x3).
You devour the stern, though not much of it is left. 150 damage. Your gasous propulsion deals another 50 damage.
1-1v3-3, 1-1v8-3, 6-1v5-3, Armor 8+3: Despite many attempts to vomit, the projectiles only tear at your insides. You do manage to fire a single blob of acid, but it scatters into the vacuum of space, dealing little damage when it finally manages to impact the DOOM CRUISER. -250 health. +100 health. -50 max health. Your ship is nearly completely melted by stomach acid, but the regeneration kicks in and allows you to survive. Seems that had consequences to your ship's durability though.
fire eruption shot at the Doom cruiser's missile pods while closing the distance between me and the Doom cruiser
6+1v2-3, 4+1v1-3, 6+1v5-3, Armor 1+3, 4+3, 3+3: The molten rock flies through space, and the barrage covers some of the DOOM CRUISER's fore in molten rock. 150 damage.
1v3, 5v5: The squads move out! Many are mowed down by internal machine guns, but the damage is done. 100 of it, to be precise.
2800 damage was dealt this turn! A whopping 57% SQUAD POWER CHARGE has been added!
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: 500/500
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.
Boarding Guns: These fire pods containing crew members into the target. Said pods are tipped by drills. 6 ammo, can't be replenished easily. Damage varies, but is highest against weakened areas. The DOOM CRUISER's thickest armor won't be penetrated by this weapon yet. 3 shots per turn. Best at close range.
Super Space Booze: Emboldens the pilots, giving them a +1 to most actions. Lasts 2 turns. Does not stack. Can be declined. 6 bottles.
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, can punch so hard it rips space. Extremely powerful, but strenuous. 0% 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. 50% 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. 18 ammo. These guns are still held by the vehicle they 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(+3)
Armor: -2(+3)
Dodge: +2(+3)
Initiative: +3(+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: 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. 1 use 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: 100/400(-2)
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 (+1)
Intiative: +1
Equipment:
Cat-Ear Radar: A small scanning array. Not very powerful, but also improves dodge by 1 due to detecting incoming attacks.
Claws: These work as you'd expect. 100 damage.
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 generic materials that the player can define. Veto allowed.
914 materials: Loaded Helicopter Missile Pod, A Grenade Launcher, Four grenades, Rifle ammunition, A toy robot, A space suit.
914 results: A high tech looking rifle created on very fine. Ammo not needed. Probably very powerful.
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. Best at close to mid range.
Molten Missile: Superheated projectiles that immensely heat up the target. 150 damage. 3 ammo. One shot per turn.
Next attack on turn 6.
Health: 16,570/25,000
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. Destroyed.
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. Destroyed.
DOOM PARTICLE BEAMS: THE DOOM CRUISER fires a blast of tiny particles at relativistic speeds! Particle beams ignore almost all defenses. 12 attacks at random targets, 100 damage per hit. +4 to aim.
DOOM DIMENSION RIP: THE DOOM CRUISER fires a weapon that tears space itself to attack every ship on the field! all valid players take 1 nigh unavoidable attack for 300 damage.
Ranges:
Blackbeard, Varkan, MIDNIGHT: Close
E.P.A.S. AI: Mid
Captain Niko: Mid
Blorb Boy: Close
Agent [REDACTED]: Far
Darkwarlock3: Close
SQUAD POWER: 93%
Buffs and Debuffs:
DOOM CRUISER:
Boarded: Will take damage over time based on crew competence. 1 squad on board.
Heated up: Slight increase to damage caused by hot attacks.
Notes: I forgot about the spinning blades last turn, so I had them attack twice. Also I may have made the pit crew too powerful. Fusion too but eh. The prices of some powers have been altered slightly. Also the space booze has worn off. If you want to use more, you'll need to chug some more down.
Waitlist me pls
Name: Potato
Description: Potato
Damn it man. Well, I've got an idea for that, oddly enough. Heh, looks like the blob ship will have a fusion candidate if it lives through the next turn.