"Mr. President, why are we here?"
"You mean in a general sense, or, specific'ly, this particular location?"
"The second one."
"See those ancient ruins up ahead?"
"Many Galactik Revolutions ago, this Galaxy was ruled by a warrior race called the Deadly SpaceMen. They're long gone now. But just after we arrived, we found some energy signatures under the dunes here, and we started digging. The Deadly SpaceMen used to have a base here, and much of their technology is still around."
"Looks like we may be too late. The Britannian army's already set up camp around the site... I think they want this technology for themselves. So, what's your plan?"
"Kill them, find something we can use to destroy the Britannian fleet, and then destroy the Britannian fleet with it."
"Mr. President, why do I keep letting you come up with plans?"
"I dunno."
Wanting the DSM artifax for themselves, the Britannians have forced a group of Bavarian POWs to continue digging around the site in search of more treasure by holding their commanding officer Captain Von Klaus and his dashing mustache at gunpoint.
"I know one of you lot escaped last night. Tell us where he went, and we will spare your life."
"I vould not tell you even iv I knew. You vill get nothing vrom me, Tommy."
Two guard towers cover the workers with a pair of miniguns in case anyone plans to rescue the Captain and his extraordinary facial hair. Already, many DSM artifax have been found...
A mobile rocket launcher.
A gyro pistol (one shot = 1D4 attacks).
A portable radar dish (grants a more powerful version of the Scout ability to whomever holds it)
A thruster pack.
And a booster engine from a DSM "Galaxy Exploder" class warship.
Returning from his cavalry patrol, Captain Harris spots the T.L.A. vehicles approaching the dig site. "Look sharp, lads! We have guests coming, and I don't think they're here for a spot of tea..."
Signup & Stuff
There are five available factions, each divided into two different forces -- the main force and the reinforcements. The main force starts out on the field or arrives on turn 1, while the reinforcements arrive on turn 3. The exact content of each reinforcement team will be PM'd to its respective faction.
Signup for one force -- armies whose names are in red are taken. If we don't have enough players after 48 hours, I'll allow people to sign up for both armies within the same faction.
Winning
There are 5 DSM artifax strewn throughout the battlefield. Your goal is to capture as many of them before the end of the battle, which will most likely be just before Saturnalia. Each team has one specific artifakt they want to go after, which is worth two victory points if they have it; all other artifax are worth one victory point. I'll let you know which artifax are important to each team by PM. You are counted as "owning" an artifakt if it is a) being held by one of your minifigs or b) inside a vehicle that you control.
Enough of this, let's see some armies:
Bavarian POWs -- Silverdream
They're not in a very good position, but if they can secure and use enough Artifax early in the game, it might level the playing field a bit.
Stats:
Captain Von Klaus & his mustache (Hero)
Mv Sk Av Notes
7" 1D10 2D6 Heroic feat, 2 wounds, currently unarmed
Bavarian Soldier X5
Mv Sk Av
5" 1D6 7
Armament: Hand Tools
Rng UR Dmg
CC 2 1D6+3
Arrive on turn 3. Will PM stats.
Secret Faction 1 -- Thesson
Arrive on turn 1. Will PM stats.
Secret Faction 1 Reinforcements -- Scratch
Arrive on turn 3. Will PM stats.
Secret Faction 2 -- Lawmaster
Arrive on turn 1. Will PM stats.
Secret Faction 2 Reinforcements -- Apollyon
Arrive on turn 3. Will PM stats.
T.L.A. -- Scribonius
Who wants to drive the hovering Killdozer? You want to drive the hovering Killdozer.
Stats:
Hero: President Bob the Unbuilder
Mv Sk Av Notes
7" 1D10 2D6 Heroic ego: 2 Wounds: 2 attacks/turn if he is dual wielding melee weapons. Other T.L.A. troops may not fire on an enemy if he is in close combat with them.
Chainsaw X2
Rng UR Dmg
CC 3 2D6
Bob's Cabinet members X4
Mv Sk Av
5" 1D6 7
The Secretary of Defense has a chainsaw and shield (parries at +1 to skill)
The Secretary of Offense has a Chainstaff:
Rng UR Dmg
CC 4 3D6
The Director of Homeland Security has a pneumatic nail gun:
Rng UR Dmg notes
8" 4 2D6 Damages every enemy in the line of fire and within 8"
The Secretary of Education has a power saw and a stick of dynamite:
Power saw
Rng UR Dmg
CC 2 1D6+3
Dynamite
Dmg 5D10 exp, radius 3". May be set to detonate on the end of your turn or up to 3 turns in the future; fuse may not be altered once set.
Jump Infantry X4
Mv Sk Av Notes
10" flying 1D6 7 Jump trooper in blue uniform is an Officer. All 4 start in the Hr-36's troop bay.
Rail rifle w/ underslung shotgun
Rng UR Dmg
12" 4 2D6
Underslung shotgun:
Rng Ur Dmg
8" fingercone 4 1D6+3
Hr-36
Size Mv Av Notes
8" 36" 2D10 Can increase Mv to 40", but may only fire 4" worth of weapons that turn.
Gauss gun X2 (fixed)
Size Rng UR Dmg
2" 18" 4 2D6
Minigun X2 (turreted)
Size Rng UR Dmg
2" 8" 3 1D6+3
Hover Killdozer
Size Mv Av
6" 18" stationary maneuvering 4D10
Dozer Blade
Size Rng UR Dmg
10" CC 3 10D6
Minigun
Size Rng UR Dmg
2" 8" 3 1D6+3
Arrive on turn 3. Will PM stats.
Britannian League -- Kalvinator
The largest army, its forces are spread out to the north of the dig site.
Captain Harris leads two cavalrymen on a patrol.
A Marine squad drills outside the ruins.
A Challenger-class Landship provides heavy firepower.
Colonial Guards cover the Prussian troops from the guard towers. Two others, armed with blasters, are holding Captain Von Klaus and his mustache at gunpoint to motivate the rest of the POWs.
Stats:
Hero -- Captain Harris
Mv Sk Av Notes
7" 1D10 2D6 Hero, 2 Wounds, Officer, Rider
Cavalry Saber
Rng UR Dmg
CC 2 1D6+3
Rotary Musket
Rng UR Dmg
8" fingercone 3 1D6+3
Britannian Cavalry X2
Mv Sk Av Notes
5" 1D6 7 Rider
Pistol
Rng UR Dmg
6" 3 1D6+3
Cavalry Beamsaber
Rng UR Dmg
CC 3 2D6
Britannian Soldier X7
Mv Sk Av Notes
5" 1D6 7 1 officer (blue helmet)
5X with electro-muskets and shields (count as 1/3 cover and allow wielder to Parry)
Rng UR Dmg
12" 3 1D6+3
1X with Enervated Phlogiston Projector
Rng UR Dmg Notes
18" 5 1D20 exp 2" Integrated shield provides cover, but cannot be used to parry.
1X with Steam Gatling
Rng UR Dmg Notes
12" finger cone 4 3D6 Reduces movement by 1" when equipped. Integrated shield provides cover, but cannot be used to parry.
Colonial Troopers X4
Mv Sk Av
5" 1D6 7
2X with blasters
Rng UR Dmg
6" 4 2D6
2X in towers with miniguns
Rng UR Dmg
8" finger cone 3 1D6+3
Challenger-class Land Destroyer
Size Mv Av Notes
8" 18" 4D10 comes with 2 crewmen to operate the rocket torpedo launchers. These crewmen have standard Minifig stats and are armed with pistols in case the ship is boarded.
Heavy Steam Gatling
Size Rng UR Dmg Notes
6" 18" (12" finger cone) 4 (5) 6D6 May switch between normal and auto fire modes.
Double Rocket Torpedo Launchers X2
Size Rng UR Dmg notes
4" each 18" 5 2D10 per round May fire up to 2 rounds at once; require an action to reload once launcher is empty.
Will arrive on turn 3.