Allegiance: Signup and Day 0 -- SEND ORDERS

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Allegiance: Signup and Day 0 -- SEND ORDERS

Postby Theblackdog » Mon Nov 28, 2011 3:44 pm

Read the backstory here.
Image

Signup
Sign up for one faction. You will command that faction's space fleet and boarding party. Factions whose names are in red are taken, and factions whose names are in orange are reserved.

Miscellaneous
See the Frictionless movement rules to understand how ships move in this game.
To determine if an attack hits, you roll the weapon's Accuracy against the target's Silhouette value. If the accuracy roll is equal to or higher than the silhouette value, your attack hits.
Hit points are the same thing as wounds: you need to overcome the target's armor value once for each wound you deal.
Gun-type weapons can make response attacks, but cannot fire if your ship is using a special ability on that turn. Missiles can fire while your ship is using its special ability, but can't make response attacks.
Multiple weapons on the same ship, firing against the same target, can combine their damage rolls.
Ships can target individual weapons on an enemy ship; all weapons have a Silhouette value of 9, 1 HP, and an Armor value of one less than the ship they are mounted on like Bonn-o-Tron.

Objectives
The known factions are divided into two teams of three; each team is allied for the duration of the battle. Their objective is to completely eliminate the other team's spacecraft and boarding troops. The secret factions' objectives will be PM'd to their players. They are unaligned by default but may ally themselves with any individual faction or team.

The Mothership
The T.L.A. mothership starts out unable to move or fire. Each faction has a boarding party which either starts aboard the Mothership's command module (T.L.A. and Vol) or can be deployed onto the mothership by one of their naval vessels (All others).
The mothership's command module contains five computers, visible by the 1X1 trans-red circular pieces located atop each one. In order to activate the mothership, all five computers must be manually rebooted; to reboot a computer, move one of your Minifigs next to it and have him spend an Action.
Once reactivated, the mothership is controlled from the three seats on the bridge. The center seat is the Helm (turning and acceleration); the left-side seat is Fire Control (lasers, gauss cannon, and EMP generator); the right-side seat is Tactical control (Torpedo and missile launchers and any torpedoes in flight). Here are the complete stats for the Mothership:

Acceleration: 2"
Armor: 4D10
Silhouette: 3
HP: 6

Weapons:
Rail gun
Range Damage Accuracy
18" (min 6") 9D6 1D6 + 3
Torpedo launcher X2
Each launcher fires a single torpedo, which is controlled by the player like a small spacecraft and can be detonated whenever the player chooses to produce an explosion with 2" radius and 6D6 damage. Each torpedo-armed ship may have only two torpedoes on the field at a time.

Torpedo
Acceleration 12"
Armor 1D10
Silhouette 9
HP 1
Ammo 32

Heavy Missile Launcher X2 (front arc)
Range Damage Accuracy Ammo
24" 5D6 2D6 - 1 32

Light Laser X2
Range Damage Accuracy
8" 2D6 2D6 + 2

EMP Generator
A ship which is hit by the EMP generator cannot move, use special abilities, or fire until the effect wears off. The EMP generator's strength must overwhelm the target's armor to disable it. The attacker may roll for "overkill" damage to disable the target for more than 1 turn.
Range Strength Accuracy
6" (finger cone) 4D6 2D6 + 2

Map of the mothership's command module:
Image

Factions

Neo-Prussian Empire -- Bragallot

Image
The Neo-Prussian Empire is reserved for Bragallot because of his recent string of awesome space battles. Once all the other factions are taken, this one will be open to anyone if Bragallot has not claimed it.
Fast Attack Frigate Condor

Acceleration 8"
Armor 2D10
Silhouette 7
HP 3

Light Laser
Range Accuracy Damage
8" 2D6 +2 2D6

Plasma Cannon (fixed forward)
Range Accuracy Damage
6" 2D6 6D6

Special Ability: Boarding Party
If this ship gets within 3" of an enemy vessel, it may use its special ability to deploy boarding troops to sabotage it. Once during the game, it may use this special ability to land the Neo-Prussian Boarding Party aboard the Mothership.

Light Carrier Wilhelm
Acceleration 8"
Armor 2D10
Silhouette 7
HP 3

Plasma Cannon X2 (turret)
Range Accuracy Damage
6" 1D6 + 3 6D6

Special Ability: Carrier
This ship may deploy and recover the Neo-Prussian fighter squadron.

Mobhunter Fighters X3
Acceleration 12"
Silhouette 9
Armor 1D10
HP 1

2 with light lasers (fixed forward)
Range Accuracy Damage
8" 2D6 +2 2D6

1 with plasma launcher (fixed forward)
Range Accuracy Damage
6" 2D6 6D6

Neo-Prussian Boarding Party
Image

Sky Marshal Von Platt (Hero)
Mv Armor Skill Notes
7" 2D6 1D10 2 wounds; can form troops into Squads.

SMG
Range UR dmg notes
6" 3 (4) 1D6 + 3 Can switch between single shot and auto fire.

Beamsaber
Range UR Dmg
CC 3 2D6 + 1

Wolves with rifles and spears X2
Mv Armor Skill
5" 7 1D6

Assault Rifle
Range UR Dmg
12" 3 1D6 + 3

Spear
Range UR Dmg
CC 2 1D6 + 3

Wolves with laser staffs X2
Mv Armor Skill
5" 7 1D6

Laser staff
Range UR dmg
CC 3 2D6 + 1

Ripper droid
Mv Armor Skill Notes
5" 8 1D6 Skeletal: -1 to all attack rolls against it.

Weapons:
Claws
Range UR Dmg
CC 2 1D6 + 3

The Vol -- mgb519
Image

Destroyer Woden
Acceleration 7"
Silhouette 7
Armor 2D10
HP 3

Large Lasers X2
Range Accuracy Damage
10" 1D6 + 3 4D6

Plasma Launcher (fixed forward)
Range Accuracy Damage
6" 2D6 6D6

Special ability: Carrier
May deploy and recover the Vol fighter squadron.

Strike Frigate
Acceleration 8"
Silhouette 7
Armor 2D10
HP 3

Rail gun
Range Damage Accuracy
18" (min 6") 6D6 1D6 + 3

Heavy Missile Launcher X1
Range Damage Accuracy Ammo
24" 5D6 2D6 - 1 4

Special ability: Boost
May increase its acceleration by up to 3" for 1 turn.

Vol Fighter Squadron

BroadHead Fighters X3
Acceleration 12"
Silhouette 9
Armor 1D10
HP 1

Armed with light lasers (fixed forward)
Range Damage Accuracy
8" 2D6 2D6 + 2

The red fighter is a command fighter, and can form the other fighters into a Squad, allowing them to make combined-damage attacks.

Vol Boarding Party
Image
No hero. They start out aboard the Mothership.

Vol Flamer
Mv Armor skill
5" 7 1D6

Flamethrower
Range UR damage notes
8" 4 2D6 finger cone; any failed damage rolls are re-rolled next round.

Vol shock troops X2
Mv Armor Skill Notes
5" 7 1D6 Fear: Shock Troops automatically win all response rolls made on their turn.

OT Nova Sword
Range UR Dmg Notes
CC 4 4D6 Automatically parries all CC attacks

Vol Novice Troops X2
Mv Armor Skill
5" 7 1D6

Laser SMG
Range UR dmg notes
6" 3 (4) 1D6 + 3 Can switch between single shot and auto fire.

Cutlass
Range UR dmg
CC 2 1D6 + 3

T.L.A. -- Theblackdog
Image
Archer-Class Frigate
Acceleration 8"
Silhouette 7
Armor 2D10
HP 3

Torpedo Launcher
Each launcher fires a single torpedo, which is controlled by the player like a small spacecraft and can be detonated whenever the player chooses to produce an explosion with 2" radius and 6D6 damage. Each torpedo-armed ship may have only two torpedoes on the field at a time.

Torpedo
Acceleration 12"
Armor 1D10
Silhouette 9
HP 1
Ammo 4

Rail Gun
Range Damage Accuracy
18" (min 6") 6D6 1D6 + 3

Special Ability: Boost
May increase acceleration by up to 3" for one turn.

Gamma-Class Frigate
Acceleration 8"
Silhouette 7
Armor 2D10
HP 3

Light Laser X2
Range Accuracy Damage
8" 2D6 + 2 2D6

Special Ability: Capacitor
This ship may use its special ability to "charge" its guns for one turn (during which it cannot fire them), then fire each weapon twice on the next turn.

Scout Frigate
Acceleration 10"
Silhouette 7
Armor 2D10
HP 2

EMP Generator
A ship which is hit by the EMP generator cannot move, use special abilities, or fire until the effect wears off. The EMP generator's strength must overwhelm the target's armor to disable it. The attacker may roll for "overkill" damage to disable the target for more than 1 turn.
Range Strength Accuracy
6" (finger cone) 4D6 2D6 + 2

Special Ability: Targeter
This ship may Target any enemy vessel within 10"; all attacks on that vessel gain +1D6 accuracy for 1 round or until this ship is destroyed, whichever comes first.

T.L.A. fighter squadron
F-57 X3
Acceleration 12"
Silhouette 9
Armor 1D10
HP 1

Armed with light lasers (fixed forward)
Range Damage Accuracy
8" 2D6 2D6 + 2

The yellow fighter is a command fighter, and can form the other fighters into a Squad, allowing them to make combined-damage attacks.

T.L.A. boarding party
Image

Admiral Garrison (Hero)
Mv Armor Skill notes
7" 2D6 1D10 2 wounds

Silenced Pistol
Rng UR Dmg notes
6" 3 1D6 + 3 Automatically wins all Response rolls made on the attacker's turn.

Gunners X2
Mv Armor Skill
5" 7 1D6

SMG
Range UR dmg notes
6" 3 (4) 1D6 + 3 Can switch between single shot and auto fire.

Security Officers X2
Mv Armor Skill
5" 7 1D6

One with Rail Rifle
Rng UR Dmg
12" 4 2D6 + 1

One with Minigun
Rng UR Dmg Notes
8" 3 1D6 + 3 Finger cone

Britannian League -- Falk
Image

Patrol Gunboats X2
Acceleration 8"
Silhouette 7
Armor 2D10
HP 3

Light Laser
Range Accuracy Damage
8" 2D6 + 2 2D6

Heavy Laser
Range Accuracy Damage
10" 1D6 + 3 4D6

Special Ability: Point defense (passive)
This ship deals a free 2D6 damage to any enemy unit within 1" of it. If the ship is rammed or attacked by an opponent's torpedo or boarding pod, it gets a free attack against its opponent before the effects of the opponent's attack are calculated.

Q-ship
Acceleration 7"
Silhouette 7
Armor 2D10
HP 3

Torpedo Launcher
Each launcher fires a single torpedo, which is controlled by the player like a small spacecraft and can be detonated whenever the player chooses to produce an explosion with 2" radius and 6D6 damage. Each torpedo-armed ship may have only two torpedoes on the field at a time.

Torpedo
Acceleration 12"
Armor 1D10
Silhouette 9
HP 1
Ammo 8

Light Missile Launcher
Range Accuracy Damage Ammo
18" 2D6 + 1 3D6 16

Special ability: Carrier
May deploy and recover the Britannian fighter squadron. In addition, this ship may also deploy up to 3 boarding pods. A boarding pod has the same stats as a fighter, but is unarmed; when it comes into contact with an enemy vessel, it makes a boarding attack on that ship and is removed from the board. Once during the game, this ship may use a boarding pod to deploy the Britannian Boarding Party onto the Mothership.

Britannian Fighter Squadron
2X Hurricane Fighters, 1X Halifax bomber
Acceleration 12"
Silhouette 9
Armor 1D10
HP 1

Hurricane Fighters have light lasers
Range Accuracy Damage
8" 2D6 + 2 2D6

Halifax Bomber has a Plasma Launcher
Range Accuracy Damage
6" 2D6 6D6

Britannian Boarding Party
Image
Captain Harris (Hero)
Mv Armor Skill notes
7" 2D6 1D10 2 wounds; can form troops into Squads

Rotary Musket
Rng UR Dmg notes
8" 3 1D6 + 3 Finger cone

Cutlass
Rng UR Dmg
CC 2 1D6 + 3

Medik
Mv Armor Skill notes
5" 7 1D6 Can heal dead or wounded minifigs on skill roll of 3+

Shield: -1 to skill for all attacks against this minifig; can parry melee attacks

Britannian trooper X4
Mv Armor Skill
5" 7 1D6

2 with musket + shield
Rng UR Dmg
12" 3 1D6 + 3

Shield: -1 to skill for all attacks against this minifig; can parry melee attacks

2 with beamsabers
Rng UR Dmg
CC 3 2D6 + 1

Scythian Empire -- Ross_Varn

Image
Darkstar-Class Cruiser
Acceleration 6"
Silhouette 6
Armor 3D10
HP 4

Heavy Laser X4
Range Accuracy Damage
10" 1D6 + 3 4D6

Special Ability: Capacitor
This ship may use its special ability to "charge" its guns for one turn (during which it cannot fire), then fire each weapon twice on the next turn.

Shuttlecraft -- this ship carries a shuttlecraft containing the Scythian Boarding Party. The shuttle acts like a boarding pod -- move it into contact with the Mothership, and you can deploy the boarding party onto the ground map. Because the shuttle is very fragile, I would not recommend launching it until you are less than 12" away from the Mothership, so you can make the crossing in one turn.
Acceleration 12"
Silhouette 9
Armor 1D10
HP 1

Scythian Boarding Party
Image

Emperor Shadowscythe (Hero)
Mv Armor skill notes
7" 2D6 1D10 2 wounds

OT Scythe
Rng UR Dmg notes
CC 4 special If you make a successful use roll, you may detach 1D3 construction elements within reach of the scythe's blade. Note that this includes other minifigs' heads.

Scythian Gunner
Mv Armor Skill
4" 7 1D6

Storm Bolter
Rng UR Dmg notes
8" 4 3D6 Finger cone. If another minifig picks it up, his movement is slowed by 1".

Scythian Marine X3
Mv Armor Skill notes
5" 7 1D6 The one with the silver helmet is an Officer and can form squads.

Laser carbine
Rng UR Dmg
12" 4 2D6 + 1

Immortal Empire -- heavyfishcannon
Image
Immortal Heavy Cruiser
Acceleration 5"
Silhouette 6
Armor 3D10
HP 4

Plasma Cannon X3
Range Accuracy Damage
6" 1D6 + 3 6D6

Heavy Laser X2
Range Accuracy Damage
10" 1D6 + 3 4D6

Special Ability: Shield
Generates a shield with a radius of 4" around the ship. Any enemy attacks passing through the shield have their damage reduced by 3D6; any enemy ships passing through the shield take 3D6 damage.

Shuttlecraft -- this ship carries a shuttlecraft containing the Immortal Boarding Party. The shuttle acts like a boarding pod -- move it into contact with the Mothership, and you can deploy the boarding party onto the ground map. Because the shuttle is very fragile, I would not recommend launching it until you are less than 12" away from the Mothership, so you can make the crossing in one turn.
Acceleration 12"
Silhouette 9
Armor 1D10
HP 1

Immortal Boarding Party
Image

Caleb (Hero)
Mv Armor Skill notes
7" 2D6 1D10 3 wounds

Combo weapon: A warhammer attached to a minigun.

War hammer
Rng UR Dmg
CC 3 2D6 + 1

Minigun
Rng UR Dmg notes
8" 3 1D6 + 3 finger cone

Enigma (Hero)
Mv Armor Skill notes
7" 2D6 1D10 3 wounds

Sniper Rifle
Rng UR Dmg notes
24" 5(3) 3D6 UR is 5 when moving more than 2", 3 when moving less than 2"

Bash (Hero)
Mv Armor Skill notes
7" 2D6 1D10 3 wounds

Shotgun Rockets
Rng UR Dmg notes
12" 4+ 1D10 Can fire anywhere between 1 and 4 rockets each turn. UR goes up by 1 with each successive rocket launched that turn. Once all four rockets have been fired, you must use an action to reload it before it can be used again.

Krank (Hero)
Mv Armor Skill notes
6" 2D6+2 1D10 3 wounds

Bayounikal Sword
Rng UR Dmg notes
CC 4 4D6 Has quite a long reach even though it's technically a melee weapon.

Secret Faction 1 -- mgb519
Secret Faction 2 -- Elmagnifico


Turn Order
Secret Faction 2 -- Elmagnifico
Neo-Prussian Empire -- Bragallot
Vol -- mgb519
T.L.A. -- Theblackdog
Britannian League -- Falk
Scythian Empire -- Ross_Varn
Secret Faction 1 -- mgb519
Immortal Empire -- heavyfishcannon
Last edited by Theblackdog on Wed Nov 30, 2011 7:00 pm, edited 10 times in total.
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Re: Allegiance: Signup and Day 0

Postby Bragallot » Mon Nov 28, 2011 4:11 pm

Sweet 8) Should I send orders?
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Re: Allegiance: Signup and Day 0

Postby Theblackdog » Mon Nov 28, 2011 4:14 pm

Bragallot wrote:Sweet 8) Should I send orders?


Go ahead. You are claiming the Neo-Prussians, right?
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Re: Allegiance: Signup and Day 0

Postby mgb519 » Mon Nov 28, 2011 4:26 pm

Secret faction 1, please.
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Re: Allegiance: Signup and Day 0

Postby Theblackdog » Mon Nov 28, 2011 5:02 pm

mgb519 wrote:Secret faction 1, please.

It's yours. I'll PM you your information.
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Re: Allegiance: Signup and Day 0

Postby Elmagnifico » Mon Nov 28, 2011 5:10 pm

I feel like participating. Secret Faction 2 plox.
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Re: Allegiance: Signup and Day 0

Postby Theblackdog » Mon Nov 28, 2011 6:10 pm

So far so good. Fill those spots, people!
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Re: Allegiance: Signup and Day 0

Postby heavyfishcannon » Tue Nov 29, 2011 6:33 am

Imortals. For the empire, and maniac booze! :twisted:
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Re: Allegiance: Signup and Day 0

Postby Falk » Tue Nov 29, 2011 10:26 am

Brittanians please.
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Re: Allegiance: Signup and Day 0

Postby Theblackdog » Tue Nov 29, 2011 10:41 am

Done and done. Two factions left!
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Re: Allegiance: Signup and Day 0 -- 2 slots left

Postby Ross_Varn » Tue Nov 29, 2011 3:48 pm

Oh, for- I'll take the Skythes.
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Re: Allegiance: Signup and Day 0 -- 1 slot left

Postby mgb519 » Tue Nov 29, 2011 4:24 pm

Can I control two factions just for the sake of saying I did? If I'm against myself, that's extra funny: I can still do that fairly.
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Re: Allegiance: Signup and Day 0 -- 1 slot left

Postby Theblackdog » Tue Nov 29, 2011 5:53 pm

I'll wait 24 hours, and if the vol are still unclaimed you can take them.
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Re: Allegiance: Signup and Day 0

Postby Bragallot » Wed Nov 30, 2011 1:31 pm

Theblackdog wrote:
Bragallot wrote:Sweet 8) Should I send orders?


Go ahead. You are claiming the Neo-Prussians, right?


Yeah. Orders sent, btw.
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Re: Allegiance: Signup and Day 0 -- closed

Postby Theblackdog » Wed Nov 30, 2011 3:05 pm

OK, not too many people seem to be interested in this one, so I'm giving the Vol to mgb519 and closing the signup. Everybody send in your orders.

EDIT: I was worried the big ships wouldn't make it close enough to the battle for a few turns, so I moved them a bit closer in. It's not worth posting a new overview, but be aware of it.
Thanks to everyone who sent in orders so far. I still need Heavyfishcannon and Falk.
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