Brikspace Project Day 0 -- SIGNUP CLOSED

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Brikspace Project Day 0 -- SIGNUP CLOSED

Postby Theblackdog » Mon Mar 09, 2009 8:46 am

Picture nominations:
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Day 1 -- The Hellfury boosts ahead of the main fleet and launches her first two missiles.
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Day 4 -- The Pirate boarding frigate rams the Noral Shipping escort frigate.
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Day 7 -- Captain Cutlass decapitates the last Coalition trooper.

Character nominations:
The Devastator-Class Destroyer Hellfury: Most Kills
Captain Cutlass: Most Kills in the ground battle
Raptor 2 (one of the starfighters): eliminated the freighter.

Top thread:
Day 1
Day 2
Day 3
Day 4
Day 5
Day 6
Day 7
Day 8
Day 9
Sorry about the late start, I had internet problems yesterday.

NOTE: those of you who want to command spacecraft in this battle will need to read the frictionless movement guide in the preview thread for this battle.
Slots are reserved for IVhorseman, jifel, Tathing, and Silent-sigfig. That means that five more people need to sign up.

DIPLOMACY: The playable factions are organized into two permanent teams. The teams work together to achieve their objectives; there is no competition.

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A small freighter traversing the Delta Quadrant has stopped at a repair station to replace a broken part of its jump drive. Unfortunately for its crew, several pirates have infiltrated the station posing as workers and boarded the freighter with the intention of hijacking it. What the pirates didn't know is that the freighter's cargo is extremely valuable and the ship has several armed guards aboard. Both the pirates and the ship's crew call for reinforcements, and opposing fleets jump in on the edges of the asteroid field.
This is an overview. NOTE: Ships start out with zero velocity -- they have no vector arrows because they aren't moving yet.

TEAMS:

The Pirates

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Cutlass Squadron is composed of a boarding frigate (in the foreground) with a defense field frigate for cover. CLAIMED by Cpl. Halan.
Boarding frigate
Accel: 8" per turn
Weapons: Light laser cannon X1, EMP X1
Special ability: Boarding party -- if this ship gets within 3" of an enemy vessel, it can deploy a boarding pod to dock with the enemy ship. NOTE: for this game, you are only allowed to use this ability on the freighter. It may only be used once.
Defense Field Frigate
Accel: 8" per turn
Weapons: Light Laser Cannon X2
Special ability: Defense Field -- this ship can generate a force field which protects any ship within 4". Ships trying to fly through the force field will also take damage.

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The Trick Shot-- My personal ship. It's armed with a particle lance and a small missile launcher, both fixed forward.

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Shark Squadron -- a combat frigate squadron composed of a Tiger Shark frigate (left) and a Nurse Shark frigate (right). CLAIMED by IVhorseman.
Tiger Shark Frigate
Accel: 8" per turn
Weapons: Light Laser Cannon X2
Ability: Boost -- this ship may increase its acceleration by up to 3". Ships may not fire energy weapons while boosting.
Nurse Shark Frigate
Accel: 8" per turn
Weapons: forward-firing Small missile launcher X2 (8 shots each)
Ability: Minelaying -- this ship can drop a mine with a 4" blast radius.

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The Devastator
Accel: 6" per turn
Weapons: Particle Lance X1, forward-firing Heavy missile launcher X2 (6 shots each), rear-firing light missile launcher X1 (12 shots)
Ability: Boost-- this ship may increase its acceleration by up to 3". Ships may not fire energy weapons while boosting.

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The pirate boarding party. CLAIMED by Birdman. The people already on board are in the foreground, while the reinforcements on the boarding frigate are in the background. The troops on the freighter include three pistol troopers and a stealthtrooper with a pistol and knife. The rules for stealthtroopers are a little different this time. Since I'm not involved in the ground battle, I can handle them impartially, so just pm their orders to me. If a stealthtrooper moves through an enemy's cone of vision, he has a one in three chance of being detected.
The pistols carried by the troops already onboard are relatively weak; you should "double up" on enemies in order to have a chance of killing them. Fortunately, you can pick up the dead enemies' weapons and use them too. The stealthtrooper's knife is stronger than the pistol he carries. The guns carried by the reinforcements are more powerful.
The reinforcements include Captain Cutlass, the hero (his pistol is more powerful than the other troops'), a trooper with three MKI rockets, and 3 riflemen. One of the riflemen is holding a grey box; that's the replacement part for the jump drive.

The Coalition

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The Republic has donated a frigate (left) and a troop ship (right). CLAIMED by MasterEcabob.
Republic Attack Frigate
Accel: 8" per turn
Weapons: Light Laser X2
Ability: Boost -- this ship may increase its acceleration by up to 3". Ships may not fire energy weapons while boosting.
Republic Troop Transport
Accel: 8" per turn
Weapons: Light Laser X2
Special ability: Boarding party -- if this ship gets within 3" of an enemy vessel, it can deploy a boarding pod to dock with the enemy ship. NOTE: for this game, you are only allowed to use this ability on the freighter. It may only be used once.

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The Noral Shipping Corporation controls the freighter at the beginning of the game. They also have a ship with a heavy forward laser (not as long ranged as a particle lance, but equally powerful) and a shield generator.
Escort Frigate
Accel: 8" per turn
Weapons: Forward-firing heavy laser X1, light laser X1
Ability: Defense Field -- this ship can generate a force field which protects any ship within 4". Ships trying to fly through the force field will also take damage.
Freighter
Accel: 3" per turn.
Look at the overview again. See the wrinkle in the carpet at the bottom of the photo? Once the ship passes that line, it is able to jump into hyperspace as soon as the replacement part is installed. If it accelerates straight towards that line, it will take 5 turns to get there.
If the freighter is taken over by the pirates, control goes to me.

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The Jovian Defense Force provides long-range firepower to the Coalition fleet with a missile frigate (foreground) and a particle lance frigate. CLAIMED by Elmagnifico.
Missile Frigate
Accel: 8" per turn
Weapons: forward Heavy missile launcher X1 (4 shots), EMP X1
Ability: Boost -- this ship may increase its acceleration by up to 3". Ships may not fire energy weapons while boosting.
Lance Frigate
Accel: 8" per turn
Weapons: Forward heavy missile launcher X1 (4 shots), Particle lance X1
Ability: Boost -- this ship may increase its acceleration by up to 3". Ships may not fire energy weapons while boosting.

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The destroyer-class ship Falcon leads the coalition fleet. CLAIMED by Silent-Sigfig.
Accel: 6" per turn
Weapons: Heavy laser cannon X2, light laser cannon X2
Ability: Boost -- this ship may increase its acceleration by up to 3". Ships may not fire energy weapons while boosting.

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Finally, we have the Coalition boarding party. CLAIMED by jifel. The four troops in the foreground start out on the ship, while the others are reinforcements delivered by the boarding party. Their guns are more powerful than the pirates'. Their Hero is the Deadly SpaceMan, the guy with the shiny visor. He appears along with the reinforcements. The reinforcements also have two riflemen, a Stealth trooper (black armor) and a guy with a rocket launcher and 3 MKI rockets. One of the riflemen is holding the replacement jump drive part.

Victory: Victory points are awarded for certain actions.
Destroy enemy frigate (freighter doesn't count): 10 pts.
Destroy enemy destroyer: 40 pts.
Move freighter to jump point, replace hyperdrive part, jump: 80 pts.
You may only destroy the freighter if all of your boarding troops, INCLUDING the reinforcements, have been wiped out.

Turn order:
Cutlass Squadron -- Cpl. Halan
Republic -- MasterEcabob
Noral Shipping -- Silent-Sigfig
Trick Shot -- Theblackdog
Shark Squadron -- IVhorseman
Jovian Defense Force -- jifel
The Falcon -- Silent-sigfig
The Devastator -- 501stCadians
Pirate boarding party -- Birdman
Coalition boarding party -- jifel

Orders are due in 36 hours
, giving you one afternoon to discuss strategy with your teammates and another afternoon to send orders.

Finally, here are some images of the freighter's interior. Spaceship captains can stop reading now and send orders.

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Overview of the interior. It looks small, but remember, this is just the habitable part. If it were shrunk to the same scale as the freighter, it would fit in a 2X2X1 brick.

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The pirates are emerging from the main air lock, with the stealthtrooper in the lead.

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Two of the security troops protect the ship's captain in the control room.

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The hyperdrive room, and one of the guards.

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The wardroom has a blaster pistol on the table. This weapon is more powerful than the weak submachine guns carried by the Pirates on board.

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This room contains an R2 unit which has been refitted as a medic -- it will join whichever side activates it. It also contains the gravity controls -- a minifig can use the control panel to give any object or minifig 1D6" of knockback in whatever direction they choose. Finally, there's a can of spray sealant that can be used to create walls up to five studs wide ( the walls' armor 1D10, so they're easy to destroy, but they'll at least stall your opponents) or stick enemies to the deck for 1D4 turns.

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This room contains a small motorized cart which is simple enough that it doesn't need an action to pilot. In the back of the cart is a laser cutter which is powerful enough to cut through walls and armored troops with equal ease. It has a range of up to 6", but you can only cut through walls with a CC attack. You can't use it to cut through exterior walls.
You can also see the life support controls in one corner. All of the troops start out with pressure helmets, but they can lose them to an enemy attack even if they aren't killed.
Last edited by Theblackdog on Fri Apr 03, 2009 5:12 pm, edited 20 times in total.
Just one random act of violence can brighten your day. Especially if it involves explosives.

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Postby IVhorseman » Mon Mar 09, 2009 9:25 am

What are our weapon ranges for the ships?

Regardless, give me the Shark Squadron. Ye shall rue the day, planet lubbers.
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Postby Theblackdog » Mon Mar 09, 2009 10:59 am

OK, confirmed for Shark Squadron. Send your orders.

Here's the stats info...
Frigates have 2D10 armor, 3 hit points, and a silhouette value of 7 (you need to roll a 7 or higher to hit). Destroyers have 3D10 armor, 4 hit points, and a silhouette value of 6. To give some scale to the inch measurements, the frigates are 3-4 inches long while the capital ships are 5-6 inches long.

Light laser cannon -- range 8", damage 2D6, accuracy 2D6 -- since most ships have two of these, you stand a good chance of penetrating frigate armor with them.

Heavy laser -- range 12", damage 4D6, accuracy 1D6+2

Particle lance -- range 18", damage 5D6, accuracy 1D6+3

EMP -- range 6", field strength 4D6, accuracy 2D6-1

Light missile -- range 18", damage 3D6, accuracy 2D6-1

Heavy missile -- range 24", damage 5D6, accuracy 1D6+3

Also, you can target specific components on ships such as guns, engines, and some special equipment (ex. force field generators, mine deployment systems, and boarding pods).
Just one random act of violence can brighten your day. Especially if it involves explosives.

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Postby pesgores » Mon Mar 09, 2009 2:19 pm

Whoa.

Forum Battles sure are getting even more awesome.

I'm just going to sit back and watch this one.
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My official post number 1000 was "The whole battle?"
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Postby Silent-sigfig » Mon Mar 09, 2009 2:27 pm

Sweet. I'll take the The Falcon.
BFenix wrote:
Silent-sigfig wrote: :dog:

Coolest 1000th post ever :D
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Postby Theblackdog » Mon Mar 09, 2009 3:29 pm

Confirmed. Awaiting orders.
Just one random act of violence can brighten your day. Especially if it involves explosives.

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Postby Cpl. Halan » Mon Mar 09, 2009 3:50 pm

I'll take cutlass squadron
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Postby jifel » Mon Mar 09, 2009 4:39 pm

coalation boarding party, please.

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Postby Silent-sigfig » Mon Mar 09, 2009 4:44 pm

jifel wrote:coalation boarding party, please.

jifel


welcome to the team.
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Silent-sigfig wrote: :dog:

Coolest 1000th post ever :D
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Postby IVhorseman » Mon Mar 09, 2009 4:49 pm

Cpl. Halan wrote:I'll take cutlass squadron


Keeping with Silent Sig-fig, Welcome to the fold, pirate. I'll be sending strategy confirmations your way.
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Postby jifel » Mon Mar 09, 2009 4:54 pm

Alright. I have a plan, but we have to wait for all slots on the team to be filled before we can send orders or call it final. I pmed my idea to you, SilentSigfig.

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Postby Silent-sigfig » Mon Mar 09, 2009 5:00 pm

Okay I got it. Your plan makes more sense, but we will need help from everyone on our team. which ship should we down first?
BFenix wrote:
Silent-sigfig wrote: :dog:

Coolest 1000th post ever :D
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Postby Cpl. Halan » Mon Mar 09, 2009 5:57 pm

IVhorseman wrote:
Cpl. Halan wrote:I'll take cutlass squadron


Keeping with Silent Sig-fig, Welcome to the fold, pirate. I'll be sending strategy confirmations your way.

arr, I just be a young scurvy dog wantin' me plunder
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Postby MasterEcabob » Mon Mar 09, 2009 6:08 pm

I'll take the Coalition Boarding Party, but what's the deal with the ship captain?
jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."

As if we care. More explosives!
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Postby jifel » Mon Mar 09, 2009 6:12 pm

Sorry ecabob, you're too late. Still, feel free to take the epublic ship so you can transport me, and we can fill you in on my brilliant plan.

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