Fall of Bavaria: The Battle of Vanderheim - SEND ORDERS

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Fall of Bavaria: The Battle of Vanderheim - SEND ORDERS

Post by Theblackdog » Sat Aug 30, 2014 1:56 pm

As invading NATO fleets pour into the Fleck system, Angel researchers at Vanderheim Station hurry to evacuate with their data and Cores. NATO ships have already arrived in orbit, but are they prepared to face the eldritch weapons that Bavaria has developed here?

Signup
Sign up for one fleet below. Fleets whose names are in red have been taken, and fleets whose names are in orange are reserved. If the specified player does not claim them by Monday, they will be open to anyone who wants to sign up. The fleets are grouped into two alliances, NATO and the TA; in addition there are some secret factions, which can arrive any time after turn 1. Some secret factions were claimed via PM and are not listed here.

Rules
This battle uses my brikspace rules, including frictionless movement. You only really need to read the first 4 pages of that document, the rest is all ship creation rules.

Turn Order
[super secret factions]
Secret Faction 1 - Duerer
Bavarians - Silverdream
Praetorians - Dilanski
Britannian Carrier Group - Vami IV
TLA Assault Fleet- Theblackdog
Britannian Battle Group - Battlegrinder
TLA support fleet - Gorthaff

Victory
The objective of the NATO forces is to destroy the freighters escaping the Vanderheim station, while the objective of the TA forces is to defend them. Each freighter is worth 50 victory points - the points go to the TA if the freighter escapes, or to NATO if it is destroyed. Freighters are launched at a rate of 1 per turn, and hyperjump away from the battlefield 2 turns after launching. They have a Silhouette of 7, an AV of 6, and 3 HP. Destroying ships also nets you victory points: 20 points for a frigate and 40 for a cruiser.

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Overview of the battlefield, with the Vanderheim research station at the center.

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Closeup of the research station. The four gun turrets are Heavy Lasers (rng 12", dmg 2D6+1, Accuracy 1D6+3), and are controlled remotely from the Hel Ice Belt station; they will deactivate permanently if it is destroyed. In addition, each of the four blocks around the station core are Angel Incubators which can gestate and spawn artificial angels. The different types of Angels the station can create are shown in spoilers below:
Spoiler
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Mk.04A - Little more than a core block and two slashing arms. Its AT-field is weak and entirely devoted to propulsion, so it has no AT dice.
Build time 1 turn, Population cap 4.

Accel 10"
Silhouette 8
Av 4
HP 1

Slashing arms:
Rng CC
Acc autohit
Dmg 2D6

Self-destruct - if the Mk.04A damages but does not destroy a target, it automatically self-destructs, inflicting an additional Hull Point of damage.

Mk.04B - the Mk.04B is a far more deadly creation, able to use its reflective arms and AT-field to channel sunlight into a deadly beam of energy.
Build time 3 turns, population cap 1.

Accel 4"
Silhouette 7
Av 6
HP 5

Reflector arms:
Rng 12"
Dmg 3D6
Acc 2D6
The Mk.04B may also 'charge' for one turn, then unleash an attack with the following profile:
Rng 8"
Dmg 4D6 3" exp
Acc 2D6

AT field - the Mk.04B has 1 AT-field D6 which may be used in the same manner as a Supernatural die in Brikwars.

Mk.04C - codenamed 'Nemesis' by its designers, the Mk.04C boasts the strongest AT-field of any of the Mk.04 series, and can snare enemy ships with a harpoon launcher.
Build time 2 turns, population cap 2.

Accel 6"
Silhouette 7
Av 6
HP 4

Harpoon launcher
Rng 8"
Dmg 2D6+1
Acc 2D6
If the Harpoon launcher hits, the Mk.04C is now connected to the targeted ship. So long as it remains connected, the target takes an automatic 2D6+1 damage per turn and the Mk.04C may use its AT-field dice on the targeted ship without buying range. However, the Mk.04C may only move in the same direction and speed as the target ship.

AT field dice: 2D6
The Vanderheim station guns and angel incubators are controlled by the Bavarian player. The Angel incubators may be attacked but not boarded, and have a Silhouette of 6, an AV of 7, and 10 HP.

Third Alliance

Bavarians - Silverdream
Image
The Bavarian fleet starts next to the Vanderheim station. Their ships are fast and well-balanced, with a slight lean towards close range combat.
Stats in spoilers:
Spoiler
Show
Weltschmerz-class frigate
Accel 8"
Silhouette 7
Av 6
HP 4

Light Laser Cannon X2
Rng 8”
Acc 2D6+2
Dmg 1D6+1

Plasma Wave Cannon
Rng 8” (finger cone)
Acc 2D6+1
Dmg 1D6+1

Special Ability: Boost (Cooldown 1)
Increases acceleration by 3" for one turn.

Verklempt-class frigate
Accel 8"
Silhouette 7
Av 6
HP 5

Torpedo launcher X2
Loaded with FLEIJA torpedoes
Accel 10” (for one turn only)
Silhouette 8
Av 1
HP 1
Dmg 3D6 (2” exp)

Schadenfreude-class cruiser
Accel 8"
Silhouette 6
Av 7
HP 8

Plasma Cannon X4
Rng 6”
Acc 2D6
Dmg 2D6+1

Boarding Teleporter (Cooldown 2)
When active, you may move 1 boarding party to any enemy vessel within 2”.
T.L.A. Support fleet - Gorthaff
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Built around an Alpha-class cruiser/carrier, support fleets are designed to rain devastation on enemy squadrons from long range while their interceptors protect them from counterattacks. Stats in spoilers:
Spoiler
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Archer-class Frigate
Archer-class frigates are among the oldest ships in the fleet, but still provide excellent anti-capital support with their spinal mass drivers and torpedo launchers.
Accel 8"
Silhouette 7
AV 6
HP 5


Spinal Mass Driver
Rng infinite
Acc 2D6
Dmg 4D6
May not fire at targets closer than 6”. Whenever the Spinal Mass Driver overcomes a target’s armor, remove 1 extra hull point from the target.

Standard Torpedo Launcher
Acc 12”
Silhouette 9
Av 1
HP 1
Dmg 2D6+2 (2” exp)

Special ability: Boost (Cooldown 1) -- increases acceleration by 3".

Beta-class frigate
Beta-class frigates are slated to replace the Archers as anti-frigate/cruiser platforms. Armed with two light missile launchers and one heavy missile launcher, they excel at long-range combat.
Accel 10"
Silhouette 7
AV 6
HP 4

Light Missile Launcher X2
Rng 24” (90 degree arc)
Acc 7
Dmg 2D6

Multi-lock (Cooldown 2)
This ship may fire each of its missile-type weapons twice when active, but may not fire its missile weapons next turn.

Alpha-Class Cruiser
Alpha-class cruisers are the mainstay of the fleet. Armed with a wide range of missiles and torpedoes as well as a spinal rail gun, they can annihilate enemy ships at extreme range while their fighters intercept any counterattacks. 
Acc 6"
Silhouette 6
AV 7
HP 8

Spinal Mass Driver
Rng infinite
Acc 2D6
Dmg 5D6
May not fire at targets closer than 6”. Whenever the Spinal Mass Driver overcomes a target’s armor, remove 1 extra hull point from the target.

Standard Torpedo Launcher X2
Acc 12”
Silhouette 9
Av 1
HP 1
Dmg 2D6+2 (2” exp)

Light Missile Launcher X2
Rng 24” (90 degree arc)
Acc 7
Dmg 2D6

Landing bay (Cooldown 0)
The ship may carry, deploy, and recover 1 squadron of fighters per turn. Only 2 squadrons of fighters may be on the field at a time.

T.L.A. F.L.A.S.H. X6
Accel 12"
Silhouette 8
Av 4
HP 1

Gauss gun
Rng 12"
Acc 2D6+1
Dmg 1D6
fixed forward

Anti-fighter missile
Rng 18"
Acc 2D6+3
Dmg 1D6+1
Ammo 2
T.L.A. Assault Fleet - Theblackdog
Image
By contrast, Assault Fleets are designed to attack the enemy head on, using short-range missiles and plasma cannons to tear enemy fleets to shreds. Stats in spoilers:
Spoiler
Show
Gamma-class Frigate
Gamma-class frigates are escorts, providing anti-fighter defense and attacking enemy weapon emplacements with their twin gauss turrets.
Accel 10"
Silhouette 7
AV 6
HP 4

Weapons: Light Gauss cannon X2:
Rng 12”
Acc 2D6+1
Dmg 1D6+1

Special Ability: Overcharge (Cooldown 2) - this ship may charge up its weapons instead of firing in order to fire each weapon twice next turn.

Delta-class frigate
Accel 10"
Silhouette 7
Av 6
HP 4

Hellbore
Rng 8”
Acc 2D6
Dmg 4D6
Whenever the Hellbore overcomes a target’s armor, choose 1 component on the enemy ship; that component is now destroyed.

Light Missile launcher
Rng 8” (360 degree arc)
Acc 7
Dmg 2D6

Target Painter (Cooldown 1)
Choose 1 enemy ship within 10”. While active, you may re-roll Accuracy for any missed gun attacks (by any vessel in your fleet) against the target ship. In addition, any missiles fired at the target on this turn have a 50% chance of hitting if the target is outside their firing cone when their hits are resolved.

Omega-class Cruiser
Omega-class cruisers are long-range raiding vessels, lightly armed but with the speed and agility of a frigate.
Accel 8"
Silhouette 6
AV 7
HP 8

Hellbore
Rng 8”
Acc 2D6
Dmg 5D6
Whenever the Hellbore overcomes a target’s armor, choose 1 component on the enemy ship; that component is now destroyed.

Light Missile launcher X2
Rng 8” (360 degree arc)
Acc 7
Dmg 2D6

Heavy torpedo launcher X1
Acc 10”
Silhouette 8
Av 1
HP 1
Dmg 3D6 (2” exp)

ECM (Cooldown 1)
While active, all enemy ships within 8” get a -1 modifier to all Accuracy rolls and values.
NATO

Britannian Battle Group - Battlegrinder
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The Britannian Battle group consists of tough warships armed with high-powered laser cannons. Stats in spoilers:
Spoiler
Show
Monitor
A patrol gunboat modified to carry heavy weaponry and armor, it is lethal against enemy warships.
Accel 8"
Silhouette 7
Av 7
HP 6
Heavy – decrease Acceleration by 2” if the ship turned by more than 90 degrees that round.

Heavy Laser X2
Rng 12”
Acc 1D6+3
Dmg 2D6+1

Boost (Cooldown 1)
Increases the ship’s acceleration by 3”/turn while active.

Armed Courier
First used by Admiral Blackdog, the Armed Courier is a handy little ship capable of destroying fighters or disabling enemy weapon emplacements with pinpoint precision.
Accel 10"
Silhouette 7
Av 6
HP 4

Weapons: Light laser cannon X2
Rng 8”
Acc 2D6+2
Dmg 1D6+1

Boarding Teleporter (Cooldown 2)
When active, you may move 1 boarding party to any enemy vessel within 2”.

Horatio-class Cruiser (middle)
The Horatio-class cruiser is a modification of the Nelson-class with enhanced anti-ship firepower.
Accel 6"
Silhouette 6
AV 7
HP 10

Heavy torpedo Launcher
Acc 10”
Silhouette 8
Av 1
HP 1
Dmg 3D6 (2” exp)

Heavy Laser X3
Rng 12”
Acc 1D6+3
Dmg 2D6+1

Special Ability: Point defense (Cooldown 0)
Any enemy unit that comes within 2" of your ship at any point during its movement takes 1D6 damage. In addition, when hit by an enemy missile, roll 1D6 and ignore damage on a 4+.
Britannian Carrier Group - Vami IV
Image
Britannian carriers and their escorts may seem relatively unthreatening, since they are armed primarily to deal with fighters. However, the while the capital ships lay down a massive flak barrage, their Vulcan bombers can wreak havoc on even the toughest enemy warships. Stats in spoilers:
Spoiler
Show
Patrol Gunboat X2
Patrol Gunboats excel as escorts for larger ships, able to place themselves in harm's way and survive.
Accel 8"
Silhouette 7
Av 6
HP 5

Flak gun
Rng 8”
Acc 2D6
Dmg 1D6+1 (2” exp)

Light Laser Cannon
Rng 8”
Acc 2D6+2
Dmg 1D6+1

Point Defense Grid (Cooldown 0)
You may inflict 1D6 damage against any enemy ship or other object that passes within 2” of the ship at any point during the round. In addition, whenever the ship is hit by a missile, roll 1D6 before resolving damage; if the roll is greater than or equal to 4, the missile is intercepted and destroyed.

Ark Royal class carrier
The Ark Royal class carrier can not only launch fighters, but support them effectively with its own guns.
Flak gun X2
Rng 8”
Acc 2D6
Dmg 1D6+1 (2” exp)

Light Laser Cannon X2
Rng 8”
Acc 2D6+2
Dmg 1D6+1

Special Ability: Fighter bay
This ship may launch 1 squadron of fighters or bombers per turn. There can be only 1 squadron each of fighters and bombers on the field at a time.

Swordfish Fighter
Accel 12"
Silhouette 8
Av 4
HP 1
Agile - may pivot by up to 45 degrees after moving.

Light Laser Cannon
Rng 8”
Acc 2D6+2
Dmg 1D6

Vulcan Bomber
Accel 11"
Silhouette 8
Av 4
HP 2

Bomb Launcher
Rng 6”
Acc 2D6
Dmg 2D6+2
May only fire every other turn.
Praetorian Recon Fleet - Dilanski
Image
Built around the hard-hitting Assassin missile cruiser. this fleet uses its Dragoon-class frigate to snare and disable targets while a Legionnaire escort frigate protects the other ships. Stats in spoilers:
Spoiler
Show
Dragoon
Accel 10"
Silhouette 7
Av 6
HP 4

Light Missile
Rng 8” (360 degree arc)
Acc 7
Dmg 2D6

Inertial Polarizer (Cooldown 2)
Choose a single enemy ship within 6”; that ship’s acceleration is halved during its next turn.

EMP (Cooldown 2)
Choose a single enemy ship within 6”; it may not use any weapons or special abilities next turn.

Legionnaire
Accel 6"
Silhouette 7
Av 6
HP 5

Light Laser Cannon X3
Rng 8”
Acc 2D6+2
Dmg 1D6+1

Shield Generator (Cooldown 1)
While active, all friendly ships within 4” subtract 1 dice from all Damage rolls made against them.

Assassin
Accel 8"
Silhouette 6
Av 7
HP 8

Light Missile X2
Rng 24” (90 degree arc)
Acc 7
Dmg 2D6

Heavy Missile X2
Rng 18” (90 degree arc)
Acc 7
Dmg 3D6

Multi-lock (Cooldown 2)
This ship may fire each of its missile-type weapons twice when active, but may not fire its missile weapons next turn.
Secret Faction 1 - Duerer
Last edited by Theblackdog on Sat Aug 30, 2014 10:47 pm, edited 9 times in total.
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Duerer
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Re: Fall of Bavaria: The Battle of Vanderheim - SIGNUP

Post by Duerer » Sat Aug 30, 2014 2:28 pm

Are secret factions also divided between NATO and TA? If yes, I'd claim a NATO faction.
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Re: Fall of Bavaria: The Battle of Vanderheim - SIGNUP

Post by dilanski » Sat Aug 30, 2014 2:30 pm

Claiming the Praetorian fleet. And to continue the trope of naming microspace ships for future fluff text.

The Cruiser shall be the HEMS White Duke, the Dragoon frigate shall be HEMS Little Wonder, and the Legionnaire frigate shall be HEMS Sunday.
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Re: Fall of Bavaria: The Battle of Vanderheim - SIGNUP

Post by Gorthaff » Sat Aug 30, 2014 2:44 pm

Seein g how i've just allied with the third alliance, I only see fit to fight on their side. I'd gladly claim the TLA support fleet to get into action. I understand I am relatively new, and don't understand the mechanics as well as others, so I can understand if someone else gets the fleet, but you've got to begin somewhere, right? :)
I couldn't come up with anything smart, original or funny, so <=THIS=> is what you get.
ENJOY IT!!!

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Re: Fall of Bavaria: The Battle of Vanderheim - SIGNUP

Post by Theblackdog » Sat Aug 30, 2014 2:58 pm

OK. Duerer gets Secret Faction 1. No secret factions are left. Gorthaff, it's cool if you don't understand the mechanics, I linked to the rules so you can read them. You get the TLA support fleet. Dilanski of course gets his faction.
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Re: Fall of Bavaria: The Battle of Vanderheim - SIGNUP

Post by Battlegrinder » Sat Aug 30, 2014 4:47 pm

I'll take the Britannian Battle Group if it's still open.

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Re: Fall of Bavaria: The Battle of Vanderheim - SIGNUP

Post by Theblackdog » Sat Aug 30, 2014 5:15 pm

Done. Only the Britannian Carrier Group is left.
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Re: Fall of Bavaria: The Battle of Vanderheim - SIGNUP

Post by Vami IV » Sat Aug 30, 2014 5:25 pm

I shall take the carrier group

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Re: Fall of Bavaria: The Battle of Vanderheim - SIGNUP

Post by Theblackdog » Sat Aug 30, 2014 5:27 pm

All right then. I won't make it official until Silva claims his faction, but we're pretty much closed. Send in orders.

Super-secret faction people (you know who you are) remember that you can come in any time starting on turn 2, and any place so long as you're more than 24" away from the space station and 8" away from any enemy ships.
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Re: Fall of Bavaria: The Battle of Vanderheim - SIGNUP

Post by Silverdream » Sat Aug 30, 2014 8:09 pm

I claim Bavaria.
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Re: Fall of Bavaria: The Battle of Vanderheim - SIGNUP

Post by Theblackdog » Sat Aug 30, 2014 8:14 pm

All factions have been claimed. Send in your orders now.
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Re: Fall of Bavaria: The Battle of Vanderheim - SEND ORDERS

Post by BrickSyd » Sun Aug 31, 2014 8:35 am

:omnom:

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Re: Fall of Bavaria: The Battle of Vanderheim - SEND ORDERS

Post by Theblackdog » Sun Aug 31, 2014 12:06 pm

Also, I've decided to add a bonus from Dilanski's Operation Skylark battle: if three freighters escape from the space elevator battlefield, the Bavarians will be able to deploy a new weapon.
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Re: Fall of Bavaria: The Battle of Vanderheim - SEND ORDERS

Post by Silverdream » Sun Aug 31, 2014 12:55 pm

One question, where are the freighters?
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Re: Fall of Bavaria: The Battle of Vanderheim - SEND ORDERS

Post by Theblackdog » Sun Aug 31, 2014 1:30 pm

The first one is on the landing dock at the Vanderheim station. The others are inside the station and will spawn in the same place on their turn to launch.

I still need orders from Battlegrinder and Dilanski.
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