RE: Destroy the Godmodder: MSPAradox (Test Session)
12-30-2018, 08:04 PM
(12-30-2018, 03:08 AM)FlamingFlapjacks Wrote: »I FOCUS
I create the Grist Unit. It is a device attached to be that produces Grist every turn! It produces all types of grist as well.
You create the Grist Unit! It will create 500 Build Grist, 250 Crude Grist, 100 Refined Grist, and 10 Precious Grist a turn!
(12-30-2018, 03:44 AM)Karpinsky Wrote: »1x action: Activate Abilitech
2x action: Load Dirty Vasilev with Penetrating Sniper Round, aim at Antimatter Missile, and fire with extreme prejudice.
ABILITECH => STEADY SHOT
+25 to Accuracy!
Attack Roll: 78 - 50 (Dodge) + 75 (Accuracy) = 103
You minicrit, dealing 9,000 damage!
(12-30-2018, 05:54 AM)Ten11 Wrote: »God im taking more damage from my vehicle than the enemy. It should be fast and strong enough to outspeed the missile though.
Action 1: I race over to the prospitan riflemen and encourage them with a resounding 10 second speech to try concentrating their fire on the missile, maybe they can get it to prematurely explode.
Action 2: While im there, i try to convince one of the pawns to join me and do what i say, with the promise of rewarding then well.
Action 3: I hightail it out of the blastzone with the pawn, if i convince them.
If I now have contol over the pawn like a summoned entity, I ask them to try to get on and assume command of one of the dropships that came here.
Also theres a chance i wont be able to post for the next few rounds, if thats the case, just put all my actions to charging Numbers' bees bees.
The Prospitian Riflemen will attempt to shoot down the Missile! You also manage to escape the blast zone with a pawn at your disposal! If the Missile detonates, you will not be hurt! The dropships have already headed back to Prospit! I will put your actions towards Number's charge.
(12-30-2018, 06:08 AM)Numbers Wrote: »I kick up a whole ton of matter dust.
I outline the fact that, as antimatter will annihilate when any sort or matter hits it, then obviously the Missile will decay constantly as it travels through the air. And, due to myself kicking up a ton of dust, it will decay even more. Both of these facts will make the missile weaker the farther it travels.
I also tell the AG army to run the fuck away, to increase the effects of the missile whittling down from the air. I help them with this. Somehow.
The Simumodder points out that the Missile itself isn't made out of antimatter, only the critical mass inside the warhead, which is contained in an electromagnetic trap! If the Missile itself really was made of antimatter, it would have already reacted with the air and flattened the entire Battlefield with its mass-energy! The Prospitian Army attempts to run away from the blast, except for the Prospitian Riflemen, who will hold their ground and attempt to shoot down the Missile!
(12-30-2018, 06:14 AM)HunterX55 Wrote: »Ah, I’m back.
*sees mess*
....
Joy.
Action 1: Teach the prospitans chess.
Action 2 and 3: Take another nap. I ain’t gonna deal with that until I take a nap.
+2 CP
The Prospitians are too busy running away from the blast for you to teach chess! You also take a nap. You will be well-rested next turn, giving you an additional action!
(12-30-2018, 05:00 PM)Redrover1760 Wrote: »I shoot a gun at the Dersite Pawns, breaking the One-Shot Shield.
You deal 5,000 damage to the One-Shot Shield!
__________________________________________________________________________________________________________________________________________________________
End of Turn Battle
As the rest of the army attempts to escape the blast, the Prospitian Riflemen take aim at the Missile... It's now or never!
Riflemen Attack Roll: 19
...crap.
The Missile flies over the Prospitian army, and...
KABOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM
When the dust clears, you see numerous shell-shocked figures moving above ground zero. Thanks to their dispersal, the Prospitian Army didn't take nearly as much damage as it would have if it hadn't ran away. However, 15 Pawns, 3 Rooks, and the Beer Garden Fence was destroyed. No Riflemen perished because the Missile was targetting the main bulk of the army. However, the Prospitian Army is too shocked and dispersed to act next turn. In addition, the detonation scared the Earth enough that it caused Ten11's passive charge to lose 2 CP! After that, the Robot Bird returns to its master, having found a minor Grist Cache! Ten11 gains 5,000 Build Grist, 2,000 Crude Grist, and 1,000 Refined Grist. The Grist Skimmer keeps searching for Grist, while the Grist Unit will begin to produce Grist next turn! Meanwhile, the Dersite Army emerges from behind the One-Shot Shield (I should have named it the Temporary Shield...). It will begin attacking again next turn! The Simumodder begins preparing something...
Battlefield:
Alchemist: [AG] HP: 1,000/1,000, At the Alchemiter
Robot Bird: [AG], HP: 500/2,500, Dodge: 50%, Cannot attack, searching for Grist, will return in 1 turns
Prospitian Pawns: [AG] (x45) HP: 1,000/1,000
Prospitian Rooks: [AG] (x7) HP: 5,000/5,000
Prospitian Riflemen: [AG] (x15) HP: 500/500 Accuracy: 120% Protected by Prospitian Rooks
Grist Skimmer: [AG], HP: 1,000/1,000, Searching for Grist...
Grist Unit: [AG], HP: 1,000/1,000, Produces 500 Build Grist, 250 Crude Grist, 100 Refined Grist, and 10 Precious Grist a turn. Attached to FlamingFlapjacks
Chess Tournament: [N], Trains 2 entities or groups of entities each turn
One-Shot Shield: [PG] HP: 15,000/20,000 Armor: 1,000
Dersite Pawns: [PG] (x78) HP: 1,000/1,000, hiding behind One-Shot Shield
Dersite Rooks: [PG] (x8) HP: 5,000/5,000
Dersite Riflemen: [PG] (x16) HP: 500/500 Accuracy: 120% Protected by Dersite Rooks, hiding behind One-Shot Shield
Simumodder: [GM] HV: 6/10
KeepOnRolling: [AG-P] HV: 11/20, Dodge: 50%, Grist: 40K B, 20K C, 8K R, 0 P
Karpinsky: [AG-P] HV: 5/20, Dodge: 50%, Grist: 27K B, 14K C, 7K R, 0 P
FlamingFlapjacks: [AG-P] HV: 20/20, Dodge: 50%, Grist: 45K B, 22K C, 9K R, 0 P
HunterX55: [AG-P] HV: 20/20, Dodge: 50%, Grist: 40K B, 20K C, 8 R, 0 P, has respawn sickness
Ten11: [AG-P] HV: 6/20, Armor: 3. Dodge: 50%, Grist: 10K B, 16K C, 10K R, 0 P
Numbers: [AG-P] HV: 16/20 Dodge: 50%, Grist: 5K B, 2K C, 9K R, 0 P
Redrover1760: [AG-P] HV: 15/20 Dodge: 50%, Grist: 40K B, 20K C, 8 R, 0 P, wearing Cloak of Levitation
Passive Charges:
Wake the Earth: [Ten11], 1/10