Weeks 41-44 Part 6
[X] Plan veekie.
Having picked your targets, you activate Bloody Siege Mode to take out as many Ghingham Fleet assets as you can before Ghingham arrives. First the transports…
More than two dozen brilliant yellow streams of mega-particles lance out from the nine Bloody Siege Beam Cannons, one after the other in a steady pattern so that you do not waste any of the energy in their capacitators. The human personnel of the Ghingham Fleet barely have time to react before a trio of well-aimed beams shoot two of the modified Magogames out of the sky, the first two each punch a hole in something important on the ship you were aiming at before a flicker of thought has the Beam Cannon in the Shoulder Bit sweep its beam across all three ships to finish off the ones you wounded.
The third one sustains only minor damage from the sweep, but it is enough that only two more shots manage to take it out.
You hold fire the instant your powers and the White Doll's sensors tell you that the third transport is done for, and when the next instant comes you have already changed targets to the Aspite-Class Assault Carrier that is presiding over the drop zone. The crew tries to get their ship into position to fight you, but five blasts from your Beam Cannons breaks down their Hyper I-Field and fatally wounds the vessel behind it.
As it falls to the ground you distantly muse to yourself that ships are your least favorite opponent. They are just too difficult to take down without killing most of the crew, especially when you cannot take your time because of allies or an objective, which is every time you have fought one.
And then the moment passes, and you are firing on the advancing Virgo II Mobile Dolls.
That barrier of theirs is impressive, two shots that would have turned a Mahiroo into space dust and yet it is still holding. The energy remaining in the capacitators is spent on one final volley, breaking the barrier and destroying four of the five Mobile Dolls. The last one is damaged, but remains in the air.
It makes as if to launch a counterattack, as do the Ghingham Fleet forces still standing. The human ones have regained their wits after your surprise attack, and whatever programming or controller is guiding the Mobile Dolls is beginning to respond.
A flash of light behind you, and all movement stops as the Turn A completes its teleport.
You reassemble the White Doll as Ghingham exits Combat Mode. He stands further away this time, as if to make it harder for you to close in, and makes no move to approach you.
"Nice shooting." He congratulates you, still not drawing a weapon as the Turn A's sensors scan the wreckage you have created. "I would have done much the same in your situation."
"I did miss a few." You note as you turn the White Doll around to face him properly, not dropping your guard for a second as you do. Drawn weapon or not, Gym Ghingham and the Turn A are deadly opponents.
He shrugs amiably. "True, but let us cut to the chase." The Turn A spreads its arms wide. "I propose the same as I did ten days ago! You and me, no Combat Mode! What say you?"
[] Agree.
--[] Write in Battleplan.
[] Decline and return to Ameria.
**************************************
Turn A and Gym Ghingham Stats can be found at the bottom of this post.
[1] Transports.
[2] Aspite-Class.
[3] Virgo II Teams.
[4] Hashmal.
[5] Sid.
[6] Mahiroo Teams.
[2] Aspite-Class.
[3] Virgo II Teams.
[4] Hashmal.
[5] Sid.
[6] Mahiroo Teams.
Having picked your targets, you activate Bloody Siege Mode to take out as many Ghingham Fleet assets as you can before Ghingham arrives. First the transports…
Loran Cehack (White Doll) 12/12 6/6(Shield) 12/12(I-Field)
Targeting Mahiroo Team.
Bloody Siege Mode!
Alpha Strike!
Bloody Siege Beam Cannons 9d3 Attacks = 27!
Targeting Transports.
27DC 20-15(Pinpoint Vision)-20(Large Target) Bloody Siege Beam Cannons Hit = 33; 75; 41; 12; 88; 65; 40; 8; 38; 51, 93; 74; 68; 66; 25; 14; 53; 5; 52; 7, 80; 8; 96; 5; 64; 100; 20! 5 Failures! 12 Successes! 7 Major Successes! 3 Critical Successes!
-70 to Bloody Siege Beam Cannons Hit DC next Turn! Critical Hits! Ignore Saves + Double Damage!
Transports take 24(8+8+8) Integrity Damage from Critical Hits! 2 Transports have been destroyed!
19DC 4+2(Penetration) Target Armor Save = 3; 2; 6; 5; 4; 3; 2; 2; 5; 4, 4; 6; 5; 6; 1; 5; 3; 4; 2! 16 Failures! 3 Successes!
Transports take 8(4+4) Integrity Damage from Critical Hits! 1 Transport has been destroyed! The Transports have been wiped out!
Steady Fire! 17 Attacks are retargeted!
Targeting Aspite-Class.
17DC 20-15(Pinpoint Vision)-20(Large Target)+5(Hidden Hand vs Enemy NT Empathy) Bloody Siege Beam Cannons Hit = 30; 97; 39; 51; 15; 29; 93; 8; 67; 81, 39; 52; 64; 88; 98; 14; 81! 1 Failure! 9 Successes! 4 Major Successes! 3 Critical Successes!
-40 to Bloody Siege Beam Cannons Hit DC next Turn! Critical Hits! Ignore Saves + Double Damage!
Aspite-Class Hyper I-Field takes 24 Integrity Damage! Aspite-Class Hyper I-Field Broken!
Aspite-Class takes 14(8+8-4(Dampening)) Integrity Damage!
13DC 3+2(Penetration) Target Armor Save = 4; 5; 1; 1; 5; 3; 1; 6; 1; 3, 5; 4; 6! 8 Failures! 5 Successes!
Aspite-Class takes 8 Integrity Damage! Aspite-Class has been Destroyed!
Steady Fire! 12 Attacks are retargeted!
Targeting Virgo II Team 1.
12DC 10-15(Pinpoint Vision) Bloody Siege Beam Cannons Hit = 6; 50; 72; 63; 99; 49; 99; 10; 75; 18, 30; 50! 1 Failure! 7 Successes! 2 Major Successes! 2 Critical Successes!
-20 to Bloody Siege Beam Cannons Hit DC next Turn! Critical Hits! Ignore Saves + Double Damage!
Virgo II Team 1 Planet Defensor Barrier takes 16(8+8) Integrity Damage from Critical Hits!
9DC 4 Planet Defensor Barrier Save = 3; 2; 5; 5; 5; 3; 1; 4; 4! 4 Failures! 5 Successes!
Planet Defensor Barrier takes 4 Integrity Damage! Planet Defensor Barrier Broken! 8 Attacks go through!
8DC 4+1(Penetration 2 vs Beam Resistant Armor) Target Armor Save = 2; 3; 1; 2; 3; 4; 4; 6! 7 Failures! 1 Success!
Virgo II Team 1 takes 28(4+4+4+4+4+4+4) Integrity Damage! 4 Virgo IIs have been Destroyed!
Virgo II Planet Defensor Barrier Regenerates 2 Integrity.
Targeting Mahiroo Team.
Bloody Siege Mode!
Alpha Strike!
Bloody Siege Beam Cannons 9d3 Attacks = 27!
Targeting Transports.
27DC 20-15(Pinpoint Vision)-20(Large Target) Bloody Siege Beam Cannons Hit = 33; 75; 41; 12; 88; 65; 40; 8; 38; 51, 93; 74; 68; 66; 25; 14; 53; 5; 52; 7, 80; 8; 96; 5; 64; 100; 20! 5 Failures! 12 Successes! 7 Major Successes! 3 Critical Successes!
-70 to Bloody Siege Beam Cannons Hit DC next Turn! Critical Hits! Ignore Saves + Double Damage!
Transports take 24(8+8+8) Integrity Damage from Critical Hits! 2 Transports have been destroyed!
19DC 4+2(Penetration) Target Armor Save = 3; 2; 6; 5; 4; 3; 2; 2; 5; 4, 4; 6; 5; 6; 1; 5; 3; 4; 2! 16 Failures! 3 Successes!
Transports take 8(4+4) Integrity Damage from Critical Hits! 1 Transport has been destroyed! The Transports have been wiped out!
Steady Fire! 17 Attacks are retargeted!
Targeting Aspite-Class.
17DC 20-15(Pinpoint Vision)-20(Large Target)+5(Hidden Hand vs Enemy NT Empathy) Bloody Siege Beam Cannons Hit = 30; 97; 39; 51; 15; 29; 93; 8; 67; 81, 39; 52; 64; 88; 98; 14; 81! 1 Failure! 9 Successes! 4 Major Successes! 3 Critical Successes!
-40 to Bloody Siege Beam Cannons Hit DC next Turn! Critical Hits! Ignore Saves + Double Damage!
Aspite-Class Hyper I-Field takes 24 Integrity Damage! Aspite-Class Hyper I-Field Broken!
Aspite-Class takes 14(8+8-4(Dampening)) Integrity Damage!
13DC 3+2(Penetration) Target Armor Save = 4; 5; 1; 1; 5; 3; 1; 6; 1; 3, 5; 4; 6! 8 Failures! 5 Successes!
Aspite-Class takes 8 Integrity Damage! Aspite-Class has been Destroyed!
Steady Fire! 12 Attacks are retargeted!
Targeting Virgo II Team 1.
12DC 10-15(Pinpoint Vision) Bloody Siege Beam Cannons Hit = 6; 50; 72; 63; 99; 49; 99; 10; 75; 18, 30; 50! 1 Failure! 7 Successes! 2 Major Successes! 2 Critical Successes!
-20 to Bloody Siege Beam Cannons Hit DC next Turn! Critical Hits! Ignore Saves + Double Damage!
Virgo II Team 1 Planet Defensor Barrier takes 16(8+8) Integrity Damage from Critical Hits!
9DC 4 Planet Defensor Barrier Save = 3; 2; 5; 5; 5; 3; 1; 4; 4! 4 Failures! 5 Successes!
Planet Defensor Barrier takes 4 Integrity Damage! Planet Defensor Barrier Broken! 8 Attacks go through!
8DC 4+1(Penetration 2 vs Beam Resistant Armor) Target Armor Save = 2; 3; 1; 2; 3; 4; 4; 6! 7 Failures! 1 Success!
Virgo II Team 1 takes 28(4+4+4+4+4+4+4) Integrity Damage! 4 Virgo IIs have been Destroyed!
Virgo II Planet Defensor Barrier Regenerates 2 Integrity.
More than two dozen brilliant yellow streams of mega-particles lance out from the nine Bloody Siege Beam Cannons, one after the other in a steady pattern so that you do not waste any of the energy in their capacitators. The human personnel of the Ghingham Fleet barely have time to react before a trio of well-aimed beams shoot two of the modified Magogames out of the sky, the first two each punch a hole in something important on the ship you were aiming at before a flicker of thought has the Beam Cannon in the Shoulder Bit sweep its beam across all three ships to finish off the ones you wounded.
The third one sustains only minor damage from the sweep, but it is enough that only two more shots manage to take it out.
You hold fire the instant your powers and the White Doll's sensors tell you that the third transport is done for, and when the next instant comes you have already changed targets to the Aspite-Class Assault Carrier that is presiding over the drop zone. The crew tries to get their ship into position to fight you, but five blasts from your Beam Cannons breaks down their Hyper I-Field and fatally wounds the vessel behind it.
As it falls to the ground you distantly muse to yourself that ships are your least favorite opponent. They are just too difficult to take down without killing most of the crew, especially when you cannot take your time because of allies or an objective, which is every time you have fought one.
And then the moment passes, and you are firing on the advancing Virgo II Mobile Dolls.
That barrier of theirs is impressive, two shots that would have turned a Mahiroo into space dust and yet it is still holding. The energy remaining in the capacitators is spent on one final volley, breaking the barrier and destroying four of the five Mobile Dolls. The last one is damaged, but remains in the air.
It makes as if to launch a counterattack, as do the Ghingham Fleet forces still standing. The human ones have regained their wits after your surprise attack, and whatever programming or controller is guiding the Mobile Dolls is beginning to respond.
A flash of light behind you, and all movement stops as the Turn A completes its teleport.
You reassemble the White Doll as Ghingham exits Combat Mode. He stands further away this time, as if to make it harder for you to close in, and makes no move to approach you.
"Nice shooting." He congratulates you, still not drawing a weapon as the Turn A's sensors scan the wreckage you have created. "I would have done much the same in your situation."
"I did miss a few." You note as you turn the White Doll around to face him properly, not dropping your guard for a second as you do. Drawn weapon or not, Gym Ghingham and the Turn A are deadly opponents.
He shrugs amiably. "True, but let us cut to the chase." The Turn A spreads its arms wide. "I propose the same as I did ten days ago! You and me, no Combat Mode! What say you?"
[] Agree.
--[] Write in Battleplan.
[] Decline and return to Ameria.
[] Engagement range.
--[] Stay at Long Range.
--[] Keep normal distance.
--[] Close in.
[] Mobility.
--[] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).
--[] Risk using the Voiture Lumiere.
[] Initial Left Hand Weapon.
--[] Dober Gun.
--[] Leo Beam Rifle.
--[] Type-TX Beam Pistol.
--[] Dainsleif Spear.
--[] Type-TX Bazooka.
--[] None.
[] Destruction Manipulator Melee Weapon.
--[] Beam Saber.
--[] Beam Cutter.
--[] Shining Finger.
[] Destruction Manipulator Ranged Weapon.
--[] Beam Rifle.
--[] Buster Rifle.
--[] Beam Machinegun.
[] Defenses.
--[] Activate the Lightwave Shield.
--[] Activate the I-Field.
--[] Activate both of them.
[] NT Systems.
--[] Activate Bloody Siege Mode.
--[] Activate NT-D Mode.
[] Armory Drone.
--[] Type-TX Bazooka.
--[] Leo Beam Rifle.
--[] Dober Gun.
--[] Do not launch the Armory Drone.
[] NT Power.
Choose 3
--[] Telekinetic Strike.
--[] Telepathic Strike.
--[] Telekinetic Barrier.
--[] NT Empathy.
--[] Psyco-Regen.
--[] Channeling.
--[] Psyco-Shroud.
--[] Psyco-Hijack.
[] Psycho-Field. (NT-D Mode only)
Pick 3. The same power can be picked more than once.
--[] Spatial Distortion.
--[] Deluge.
--[] Invasion.
--[] Dream Ward.
--[] Temporal Jaunt.
--[] Refrain from using a Psycho-Field ability.
--[] Stay at Long Range.
--[] Keep normal distance.
--[] Close in.
[] Mobility.
--[] Stick with the Lightwave Maneuvering Thrusters (Flight Mode).
--[] Risk using the Voiture Lumiere.
[] Initial Left Hand Weapon.
--[] Dober Gun.
--[] Leo Beam Rifle.
--[] Type-TX Beam Pistol.
--[] Dainsleif Spear.
--[] Type-TX Bazooka.
--[] None.
[] Destruction Manipulator Melee Weapon.
--[] Beam Saber.
--[] Beam Cutter.
--[] Shining Finger.
[] Destruction Manipulator Ranged Weapon.
--[] Beam Rifle.
--[] Buster Rifle.
--[] Beam Machinegun.
[] Defenses.
--[] Activate the Lightwave Shield.
--[] Activate the I-Field.
--[] Activate both of them.
[] NT Systems.
--[] Activate Bloody Siege Mode.
--[] Activate NT-D Mode.
[] Armory Drone.
--[] Type-TX Bazooka.
--[] Leo Beam Rifle.
--[] Dober Gun.
--[] Do not launch the Armory Drone.
[] NT Power.
Choose 3
--[] Telekinetic Strike.
--[] Telepathic Strike.
--[] Telekinetic Barrier.
--[] NT Empathy.
--[] Psyco-Regen.
--[] Channeling.
--[] Psyco-Shroud.
--[] Psyco-Hijack.
[] Psycho-Field. (NT-D Mode only)
Pick 3. The same power can be picked more than once.
--[] Spatial Distortion.
--[] Deluge.
--[] Invasion.
--[] Dream Ward.
--[] Temporal Jaunt.
--[] Refrain from using a Psycho-Field ability.
**************************************
Turn A and Gym Ghingham Stats can be found at the bottom of this post.
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