Battle in the Chat: The Skies of New York [FINALE]
Posted: Sat May 11, 2019 10:42 am
Due to schedule conflicts this battle will run continuously through the week, ending on Sunday 5/19.
Shortly before the Last Battle of New York...

As rumors of Austin's Box spread throughout the Brikverse, the fleets of many different factions arrive in the skies above New York.

"Transmission from headquarters. President Bob is on his way here with the W.U.N.D.E.R.. We just need to hold out until then!"

"Lord Warhead will be here soon to deal with Austin's Box in person. Clear out this rabble before then."

"Austin's Box belongs to the Luchardsko. All ships, disperse or be fired upon."

"ATTENSHUN ALL SHIPZ, DIS IS DA BROOTALZ! WE'Z 'ERE TA KRUMP GITZ AND LOOT GUBBINZ, AND YOU IZ ALL OUTTA LOOT!"
Rules
Signup - Battle starts at 1PM EST Sunday
T.L.A. - Theblackdog

T.L.A. ships are fast and agile at the expense of armor. Their forward-firing weapons pack a heavy punch at decent range.
Stats:
Britannians-ninja_bait

Britannian Navy ships are well-balanced with few weaknesses. Their cruisers are armed with powerful broadside guns, while their frigates fill more specialized support roles.
Stats:
Luchardsko - Falk

The Luchardsko fleet relies on long-range firepower and close coordination, annihilating targets with their battleship's forward batteries while using turrets to keep the flanks clear.
Stats:
Brootalz - motorhead fan

The Brootalz are deadly at one range only: Point blank.
Stats:
Shortly before the Last Battle of New York...

As rumors of Austin's Box spread throughout the Brikverse, the fleets of many different factions arrive in the skies above New York.

"Transmission from headquarters. President Bob is on his way here with the W.U.N.D.E.R.. We just need to hold out until then!"

"Lord Warhead will be here soon to deal with Austin's Box in person. Clear out this rabble before then."

"Austin's Box belongs to the Luchardsko. All ships, disperse or be fired upon."

"ATTENSHUN ALL SHIPZ, DIS IS DA BROOTALZ! WE'Z 'ERE TA KRUMP GITZ AND LOOT GUBBINZ, AND YOU IZ ALL OUTTA LOOT!"
Rules
Spoiler
Show
Each ship has an Energy stat, which shows how much energy is available to assign to different systems each turn. The number next to each system shows the maximum amount of Energy that can be assigned to that system. Assigning energy to different systems has different effects:
Engines - Each point of Energy assigned to engines lets the ship either move forward 2" or pivot 90 degrees. Frigates can pivot up to twice per turn while cruisers and battleships can only pivot once. In addition, frigates get a free move of 4" and cruisers get a free move of 2", even if they spend no Energy on Engines that turn.
Sensors - Each point of Energy assigned to Sensors increases your attack range by 3", from a base range of 3".
Shields - Each point of Energy assigned to Shields increases your Defense value for that round by 1, from a base of 1.
Weapons - Each point of Energy spent on a Weapon lets you roll 1 attack die with that weapon. Die rolls higher than the target's Defense value inflict 1 point of damage.
In general, I'll handle the details of assigning energy to systems, just give me a general idea of what you want to do.
RAMMING - When one of your ships rams an enemy ship, the target ship takes a number of Damage D8s equal to the total Energy in your ship's Engines and Shields. Your ship takes a number of Damage D8s equal to the total Energy in your ship's Engines and the target ship's Shields.
Engines - Each point of Energy assigned to engines lets the ship either move forward 2" or pivot 90 degrees. Frigates can pivot up to twice per turn while cruisers and battleships can only pivot once. In addition, frigates get a free move of 4" and cruisers get a free move of 2", even if they spend no Energy on Engines that turn.
Sensors - Each point of Energy assigned to Sensors increases your attack range by 3", from a base range of 3".
Shields - Each point of Energy assigned to Shields increases your Defense value for that round by 1, from a base of 1.
Weapons - Each point of Energy spent on a Weapon lets you roll 1 attack die with that weapon. Die rolls higher than the target's Defense value inflict 1 point of damage.
In general, I'll handle the details of assigning energy to systems, just give me a general idea of what you want to do.
RAMMING - When one of your ships rams an enemy ship, the target ship takes a number of Damage D8s equal to the total Energy in your ship's Engines and Shields. Your ship takes a number of Damage D8s equal to the total Energy in your ship's Engines and the target ship's Shields.
T.L.A. - Theblackdog

T.L.A. ships are fast and agile at the expense of armor. Their forward-firing weapons pack a heavy punch at decent range.
Stats:
Spoiler
Show
T.L.A. missile frigate (Energy 8, HP 4)
Movement 5
Defense 1
Sensors 3
Weapons: Front arc 3 (D1d8)
T.L.A. Beam Frigate (Energy 8, HP 4)
Movement 5
Defense 2
Sensors 2
Weapons: Front arc 3 (D1d8)
T.L.A. missile cruiser (Energy 10, HP 6)
Movement 5
Defense 2
Sensors 4
Weapons: Front arc 4 (D1d8)
T.L.A. Beam Cruiser (Energy 10, HP 6)
Movement 5
Defense 2
Sensors 3
Weapons: Front arc 5 (D1d8)
Movement 5
Defense 1
Sensors 3
Weapons: Front arc 3 (D1d8)
T.L.A. Beam Frigate (Energy 8, HP 4)
Movement 5
Defense 2
Sensors 2
Weapons: Front arc 3 (D1d8)
T.L.A. missile cruiser (Energy 10, HP 6)
Movement 5
Defense 2
Sensors 4
Weapons: Front arc 4 (D1d8)
T.L.A. Beam Cruiser (Energy 10, HP 6)
Movement 5
Defense 2
Sensors 3
Weapons: Front arc 5 (D1d8)

Britannian Navy ships are well-balanced with few weaknesses. Their cruisers are armed with powerful broadside guns, while their frigates fill more specialized support roles.
Stats:
Spoiler
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Britannian Picket Frigate (Energy 8, HP 4):
Movement 5
Defense 2
Sensors 3
Weapons: Turret 2 (D1d6)
Britannian Torpedo Frigate (Energy 8, HP 4):
Movement 4
Defense 3
Sensors 0
Weapons: Front arc 5 (D1d8)
Britannian Light Cruiser (Energy 10, HP 6):
Movement 3
Defense 3
Sensors 3
Weapons: Left arc 3 (D1d8), Right arc 3 (D1d8)
Britannian Armored Cruiser (Energy 10, HP 6):
Movement 2
Defense 4
Sensors 3
Weapons: Left arc 3 (D1d8), Right arc 3 (D1d8)
Movement 5
Defense 2
Sensors 3
Weapons: Turret 2 (D1d6)
Britannian Torpedo Frigate (Energy 8, HP 4):
Movement 4
Defense 3
Sensors 0
Weapons: Front arc 5 (D1d8)
Britannian Light Cruiser (Energy 10, HP 6):
Movement 3
Defense 3
Sensors 3
Weapons: Left arc 3 (D1d8), Right arc 3 (D1d8)
Britannian Armored Cruiser (Energy 10, HP 6):
Movement 2
Defense 4
Sensors 3
Weapons: Left arc 3 (D1d8), Right arc 3 (D1d8)

The Luchardsko fleet relies on long-range firepower and close coordination, annihilating targets with their battleship's forward batteries while using turrets to keep the flanks clear.
Stats:
Spoiler
Show
Picket Frigate (Energy 8, HP 4) (x3)
Movement 3
Defense 3
Sensors 4
Weapons: Turret 2 (D1d6)
Battleship (Energy 12, HP 8)
Movement 2
Defense 3
Sensors 5
Weapons: Front arc 5 (D1d8), Turret 3 (D1d6)
Movement 3
Defense 3
Sensors 4
Weapons: Turret 2 (D1d6)
Battleship (Energy 12, HP 8)
Movement 2
Defense 3
Sensors 5
Weapons: Front arc 5 (D1d8), Turret 3 (D1d6)

The Brootalz are deadly at one range only: Point blank.
Stats:
Spoiler
Show
Broadside frigate (Energy 8, HP 4)
Movement 3
Defense 4
Sensors 1
Weapons: Left arc 2 (D1d8), Right arc 2 (D1d8)
Spinal frigate (Energy 8, HP 4)
Movement 3
Defense 4
Sensors 2
Weapons: Front arc 3 (D1d8)
Broadside cruiser (Energy 10, HP 6)
Movement 3
Defense 5
Sensors 1
Weapons: Left arc 3 (D1d8), Right arc 3 (D1d8)
Spinal Cruiser (Energy 10, HP 6)
Movement 4
Defense 5
Sensors 2
Weapons: Front arc 4 (D1d8)
Movement 3
Defense 4
Sensors 1
Weapons: Left arc 2 (D1d8), Right arc 2 (D1d8)
Spinal frigate (Energy 8, HP 4)
Movement 3
Defense 4
Sensors 2
Weapons: Front arc 3 (D1d8)
Broadside cruiser (Energy 10, HP 6)
Movement 3
Defense 5
Sensors 1
Weapons: Left arc 3 (D1d8), Right arc 3 (D1d8)
Spinal Cruiser (Energy 10, HP 6)
Movement 4
Defense 5
Sensors 2
Weapons: Front arc 4 (D1d8)