Chasing Rainbows Part II: My Little Warships -- SEND ORDERS

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Chasing Rainbows Part II: My Little Warships -- SEND ORDERS

Postby Theblackdog » Sat Aug 10, 2013 1:39 pm

Backstory.

In orbit around a small, unnamed world...
Image
T.L.A. Captain: "Emergence complete. Multiple contacts dead ahead."

Image
Herd Captain: "Unknown spacecraft, welcome to the Herd. You will be loved and tolerated; resistance is futile."
President Bob the Unbuilder: "You can tolerate my giant fucking chainsaw ram, hippie."

Image
Captain: "We've found their ground facility, Mr. President. That building in the center looks like a communications node; it might have valuable intel."
Bob: "Board the ships and slaughter their crews, or attack the ground base and slaughter its garrison... decisions, decisions..."
Captain: "More warp signatures inbound. Stand by."

Image
Captain Harris: "There she is! Tally ho, boys!"
Britannian crew: "Signatures to port. It's the T.L.A.!"
Bob: "This is President Bob the Unbuilder of the T.L.A. Run home right now and leave the data for us, and I'll postpone kicking your ass into next Tuesday until next Monday."
Captain Harris: "Never! That data belongs to the Queen!"
Herd Captain: "Other unknown ships, welcome to the Herd. You will be-"
Bob & Captain Harris: "SHUT UP!"

Image
Bob: "Well then... looks like it'll have to be a three-way."
George Takei: "Ohhhh my!"

Signup
There are six forces divided into three factions; sign up for one force. Some of the forces contain both ground and space units while others contain only one type. You are permanently allied with all other forces belonging to your faction.
Orders are due by 48 hours after the previous turn is posted (or, for turn 1, after everyone signs up). If you don't send them I will ask someone else for orders.

Objectives
The Britannian and T.L.A. fleets are both trying to capture data from the Herd base; the Herd is trying to stop them. To capture the data, they must reach one of the consoles on the top floor of the communications building in the center of the ground map, use an Action to download the data, and escape to their deployment zone. If the minifig with the data is killed, other minifigs can pick it up and carry it themselves (or delete it if they belong to the Herd). Once the minifig carrying the data returns to his deployment zone, you must have an allied ship within 6" of the planet to pick him up and win the game.

Space Battle rules
Spoiler: show
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.
Ships can target individual weapons on an enemy ship; all weapons have a Silhouette value of 8, 1 HP, and an Armor value of one less than the ship they are mounted on like Bonn-o-Tron.

Turning
Each ship has a turn rating representing the number of 45-degree rotations it can make each turn. If you want to turn farther than your ship's turn rating will allow, you will need to sacrifice 1" of acceleration for each additional 45-degree pivot you make. In addition, if you haven't used all of your turn points at the start of your move, you can spend them to rotate your ship after it moves. You can't do this with unused acceleration.

Missiles and Torpedoes
When you launch a missile, it does not hit immediately. It hits on the start of your next turn if its chosen target is within the 90-degree firing arc of its launcher; otherwise it misses. Missiles fired within 6" hit on the same turn, but have a -1 accuracy penalty. Torpedoes are miniature spaceships and you control them directly after launch.

Boarding Parties
Some ships have the ability to deploy Boarding Parties. When you have a boarding party onboard an enemy ship, roll 1D6 and consult the following table:
1 or 2 - boarding party defeated.
3 or 4 - Destroy one weapon or special ability onboard the enemy ship.
5 - You control one weapon or special ability aboard the enemy ship for the next turn only.
6 - you control the enemy ship starting next turn.


Ground Battle Rules
Spoiler: show
The Britannian and T.L.A. ground forces start out aboard their ships (I will say in the stats which ships carry which forces and how to deploy them), while the Herd ground force starts out on the battlefield. The Herd ground force may use the time until their opponents land to make whatever preparations they need.
If there are allied ships within 6" of the planet, minifigs with the Orbital Strike special ability may call down a Dmg 2D20 2" exp blast anywhere within 6" of their position; the attack will hit at the start of their next turn. Each ship may only make one Orbital Strike attack per turn.


Overviews
Image
The space battle. The Herd fleet is grouped around the planet. The T.L.A. fleet is to the right while the Britannian fleet is to the left.

Image
The Herd base. T.L.A. forces will arrive on the far right and Britannian forces will arrive on the far left. The objective is the building in the center with the radar dish on top.

Image
Left side. The Herd has a gatling turret and a missile turret on each side of the fort. There is a bunker with some firing slits to the right of the gate, underneath the gatling turret. Controls for the gate are on the other side of the gate from the turret. There are five Herd troops including an officer (the one with the flag), two Redneck Pwnies (one is behind the rocket turret) and one Horny Pwnie on this side of the fort.

Image
Communications building; the computers on the top floor contain valuable data. There are a total of 4 Herd troops and 1 officer inside the building, distributed between the two different floors and looking out the windows; in addition, a Wünderbolts flyer is standing on the roof, and there is an unoccupied transport buggy next to the building.

Image
Right side, pretty much the same as the left side minus the Horny Pwnie.

FACTIONS

T.L.A. Forces
Rapid Assault Task Force -- Falk
Image
Made up of fast, maneuverable ships, this task group is designed to hit hard at point-blank range.
Space force stats:
Spoiler: show
Space Force One (left)
Space Force One has traditionally served as the President's personal interstellar spacecraft. For a T.L.A. vessel, its design is unusually defense-oriented, boasting a heavily armored hull and EMP generator, as well as a massive sensor/comm array to allow the president to maintain secure communications while aboard. Never one for tradition or defense, President Bob the Unbuilder added a massive chainsaw ram to the front.
Accel 8"
Turn 2
Silhouette 7
AV 7
HP 5
Weapons:
EMP generator: For each ship within 4", roll 1D6. On a roll of 4 or higher, that ship may not accelerate or use any weapons or special abilities this turn.
Chainsaw Ram
Rng Contact
Dmg 4D6
When you hit an enemy ship with the Chainsaw ram, you may deploy a Boarding Party onto it. The ship has three Boarding Parties onboard at the start of the game.
This ship carries your ground force, and must approach within 3" of the planet to deploy it.

Special Ability: Sensor Array -- all allied ships gain +1 to accuracy when attacking any enemy ship within 8".

Gamma-class Frigate (right)
Gamma-class frigates are escorts, providing anti-fighter defense and attacking enemy weapon emplacements with their twin gauss turrets.
Accel 10"
Turn 2
Silhouette 7
AV 6
HP 4

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

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

Omega-class Cruiser (center)
Omega-class cruisers are long-range raiding vessels, lightly armed but with the speed and agility of a frigate.
Accel 8"
Turn 2
Silhouette 6
AV 7
HP 7

Weapons:
Hellrail
Rng 8"
Acc 2D6-1
Dmg 3D6
Fixed forward

Heavy Missile Launcher X2
Rng 18”
Acc 2D6-1
Dmg 2D6+2
Ammo 8 each

Special Ability: Jammer -- All enemy ships within 8" get -1 to all accuracy rolls. You cannot use the Hellrail while jamming.


Image
Bob the Unbuilder and his cabinet lead the T.L.A. ground force.
Stats:
Spoiler: show
Bob The Unbuilder
Mv 7"
Sk 1D10
Av 2D6
Hero, 2 wounds, Orbital Strike
Chain of Command: counts as 2 weapons, a flail and a hammer, each with their own stat lines.

Hammer:
UR Dmg
3 2D6
Flail:
UR Dmg
3 1D6+1

Cabinet
Mv 5"
Sk 1D6+1
Av 5
Orbital Strike

The Secretary of Defense has a shield granting an Armored parry and 2/3 cover vs. ranged attacks, and a chainsaw:
UR Dmg
3 2D6

The Secretary of Offense has a chainstaff:
Ur Dmg
4 3D6

The Director of Homeland Security has a nail gun:
Rng UR Dmg special
8" 4 2D6 Damages all enemies in its line of fire.

The Secretary of Education has a power saw:
Ur Dmg
2 1D6
and a one-use heavy demolition charge with a 5D10 3" explosion.


Ranged Support Task Force -- Theblackdog
Image
Armed with missiles and railguns, this squadron is tasked with providing long-range support and defending the fleet with its fighter squadron.
Space force stats:
Spoiler: show
Archer-class Frigate (left)
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"
Turn 2
Silhouette 7
AV 6
HP 5

Weapons:
Spinal Rail Gun
Rng 6"-24"
Acc 1D6+2
Dmg 3D6
Fixed Forward

Torpedo Launcher X1
Ammo 4
Standard Torpedo
Acc 12”
Turn 4
Silhouette 9
Av 1
HP 1
Dmg 2D6 (2” exp)

Special ability: Boost -- increases acceleration by 3". This ship may not fire its rail gun while boosting.

Beta-class frigate (right)
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"
Turn 2
Silhouette 7
AV 6
HP 5

Light Missile Launcher X2
Rng 24”
Acc 2D6+1
Dmg 2D6-1
Ammo 8 each

Heavy Missile Launcher X1
Rng 18”
Acc 2D6-1
Dmg 2D6+2
Ammo 4 each

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"
Turn 1
Silhouette 6
AV 7
HP 7

Spinal Rail Gun
Rng 6"-24"
Acc 1D6+2
Dmg 3D6
Fixed Forward

Torpedo Launcher X2
Ammo 8 each
Standard Torpedo
Acc 12”
Turn 4
Silhouette 9
Av 1
HP 1
Dmg 2D6 (2” exp)

Light Missile Launcher X2
Rng 24”
Acc 2D6+1
Dmg 2D6-1
Ammo 16 each

Special Ability: Fighter bay
This ship may launch up to 3 fighters per turn. There can be no more than 6 T.L.A. fighters on the field at any given time. It may also recover and resupply fighters that are out of missile ammunition.

This ship carries ground troops onboard a shuttle with the following stats:
Accel 12"
Turn 3
Silhouette 8
Av 4
HP 2

T.L.A. F.L.A.S.H. X6
Accel 14"
Turn 3
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

Ground Forces:
Image
Stats:
Spoiler: show
Jump Troopers
Mv 12" flying
Sk 1D6+1
Av 5

Rail rifle
Rng UR Dmg
12" 4 2D6
Underslung shotgun
Rng UR Dmg
8" finger cone 4 1D6+1

Jump trooper officer:
Orbital Strike
Target lock -- may use an action to illuminate a target, giving all allied troops +1 to skill when attacking it and negating any firing blind penalty against it. In addition, troops in this officer's squad get +1 to skill when attacking any target within 2" of the illuminated enemy.

Assault Commandos:
Mv 5"
Sk 1D6
Av 7
Power assist suit: may move while Compensating.

2X with grenade launchers
Rng UR Dmg notes
12" 4 1D10 May fire twice for +1 to UR. Must spend 1 Action reloading after firing 4 shots. Arcing fire. Heavy.

2X with flamethrowers
Rng UR Dmg Notes
8" finger cone 4 2D4 fire Heavy.

1X officer with rail sniper rifle
Rng UR Dmg
24" 3 3D6
Orbital Strike
Target lock -- may use an action to illuminate a target, giving all allied troops +1 to skill when attacking it and negating any firing blind penalty against it. In addition, troops in this officer's squad get +1 to skill when attacking any target within 2" of the illuminated enemy.


Britannian Forces
Main Battle Group -- Zupponn
Image
This group carries most of the Britannian fleet's heavy firepower.
Stats:
Spoiler: show
Monitor(top)
A patrol gunboat modified to carry heavy weaponry and armor, it is lethal against enemy warships.
Accel 8"
Turn 1
Silhouette 7
Av 7
HP 6

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

Armed Courier (bottom)
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"
Turn 2
Silhouette 7
Av 6
HP 4

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

Special Ability: Boarding Party
You may deploy a Boarding party onto a single enemy ship within 3" of your ship. You start with 3 boarding parties onboard your ship.



Horatio-class Cruiser (middle)
The Horatio-class cruiser is a modification of the Nelson-class with enhanced anti-ship firepower.
Accel 6"
Turn 1
Silhouette 6
AV 7
HP 8

Weapons: Heavy Laser Cannon X3
Rng 12”
Acc 1D6+2
Dmg 2D6+1

Heavy Torpedo Launcher X1
Ammo 6

Heavy Torpedo:
Acc 11”
Turn 3
Silhouette 8
Av 1
HP 1
Dmg 2D6+2 (2” exp)

Special Ability: Point defense
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 5 or 6.
This ship carries the ground forces, and needs to get within 3" of the planet to deploy them.




Ground Forces
Image
Captain Harris leads a squad of Britannian Marines.
Stats:
Spoiler: show
Captain Harris
MV 7"
Sk 1D10
Av 2D6
Hero, Officer, 2 wounds, Orbital Strike

Fight Like Gentlemen -- all troops in Captain Harris' squad count as Armoured against explosive and fingercone attacks.
Chaarge! -- Captain Harris and all troops in his squad can sprint 2d6".

Rotary musket
Rng UR Dmg
6" finger cone 3 1D6+1
Cavalry Saber
Rng UR Dmg
CC 3 1D6

Britannian Marines X7
Mv 5"
Sk 1D6
Av 5

1 officer:
Orbital Strike
Fight Like Gentlemen -- all troops in the officer's squad count as Armoured against explosive and fingercone attacks.

5X with electro-muskets and shields (including officer)
Rng UR Dmg
12" 3 1D6+1

1X with Enervated Phlogiston Projector
Rng UR Dmg Notes
18" 5 1D20 On a critical failure, explodes in a Dmg 1D20 2" blast. Integrated shield.

1X with Steam Gatling
Rng UR Dmg Notes
12" finger cone 3 3D6 Heavy; wielder must Compensate to fire. Integrated shield.


Space Superiority Group -- Kalvinator
Image
Although they are primarily tasked with defending the fleet against enemy fighters and torpedoes, the Space Superiority Group can still cause serious damage -- especially with their deadly Vulcan bombers.
Stats:
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"
Turn 2
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

Special Ability: Point defense
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 5 or 6.

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

Special Ability: Fighter bay
This ship may launch up to 3 fighters or bombers per turn. There can be no more than 4 fighters and 2 bombers on the field at any given time. It may also recover and resupply bombers that are out of ammunition.

This ship carries ground troops onboard a shuttle with the following stats:
Accel 12"
Turn 3
Silhouette 8
Av 4
HP 2

Swordfish Fighter X4
Accel 12"
Turn 4
Silhouette 8
Av 4
HP 1

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

Vulcan Bomber X2
Accel 11"
Turn 3
Silhouette 8
Av 4
HP 2

Bomb Launcher
Rng 6”
Acc 1D6+3
Dmg 2D6+1
Ammo 2

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

Ground Forces:
Image
Making use of scouts and artillery, Britannia's army is versatile and equipped to meet any threat.
Stats:
Spoiler: show
Britannian Soldier X7
Move 5"
Skill 1D6
Av 4

Las-musket
Rng UR Dmg
12" 3 1D6

Britannian Officer
Move 5"
Skill 1D6
Av 5
Orbital Strike
Fight Like Gentlemen -- troops in this officer's squad count as Armoured against all fingercone and explosive attacks.

Rotary musket
Rng UR Dmg
6" finger cone 3 1D6+1

Sword
Rng UR Dmg
CC 3 1D6

Britannian Gunner X2
Move 5"
Skill 1D6
Av 5

1 with Field Gun
Rng UR Dmg Notes
18" 6 3D10 2" exp arcing fire; Heavy (must Compensate to use)

1 with Steam Gatling
Rng UR Dmg Notes
12" 3 3D6 Heavy (must Compensate to use)

Scout X3
Mv 7"
Skill 1D6
Av 4
Advance Deployment -- may be deployed anywhere on the map as long as they are not in an enemy unit's line of sight.

2 with binoculars and swords
Binoculars -- allow the scout to Target enemies and call in Orbital Strikes.
Sword
UR Dmg
2 1D6

1 with sniper rifle
Rng UR Dmg Notes
24" 3 3D6 Heavy; must Compensate to use.


The Herd
Herd Space Fleet
Image
Most of the Herd's spacecraft are recolored civilian craft, but they also control the Spirit of Friendship, an enormous battleship with a deadly array of weaponry.
Stats:
Spoiler: show
Battle Frigate X2
Well balanced ships with both anti-fighter and anti-capital capability.
Accel 8"
Turn 2
Silhouette 7
Av 6
HP 5

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

Heavy Laser Cannon
Rng 12”
Acc 1D6+2
Dmg 2D6+1

Special ability: Boost -- increases acceleration by 3". This ship may not fire weapons while boosting.

Escort Frigate X2
Ships specialized for anti-fighter defense.
Accel 8"
Turn 2
Silhouette 7
Av 6
HP 5

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

Special ability: Boost -- increases acceleration by 3". This ship may not fire weapons while boosting.

Support Frigate X2
Ships specialized for long-range support.
Accel 6"
Turn 2
Silhouette 7
Av 6
HP 5

Torpedo Launcher
Ammo 8
Standard Torpedo
Acc 12”
Turn 4
Silhouette 9
Av 1
HP 1
Dmg 2D6 (2” exp)

Light Missile Launcher X2
Rng 24”
Acc 2D6+1
Dmg 2D6-1
Ammo 16 each

Spirit of Friendship
The most famous vessel in the history of maned spaceflight, the Spirit of Friendship is crewed only by the Herd's elite. The Rainbow-transparent lenses in its prow allow it to focus friendship beams from the Elements of Harm across tremendous distances to strike enemy warships.
Accel 4”
Turn 1
WS 6
Silhouette 5
Av 8
HP 12


Heavy Laser Cannon X4
Rng 12”
Acc 1D6+2
Dmg 2D6+1

Ram Horn
Rng Contact
Dmg 5D6

Elements of Harm
Rng 24"
Acc 2D6
Dmg 4D6
When you hit a target with the Elements of Harm, roll 1D6 and consult the following table:
1 or 2-- Elements of Harm may not fire next turn
3 or 4 -- 1 weapon on the target ship is under your control for the next turn only.
5 or 6 -- the entire ship is under your control for the next turn only.

Special Ability: Fighter bay
This ship may launch up to 3 fighters per turn. There can be no more than 9 fighters on the field at any given time.

Herd Fighter X9
Accel 12"
Turn 3
Silhouette 8
Av 4
HP 1

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

Special ability: Boost -- increases acceleration by 3". This ship may not fire weapons while boosting.


Herd Ground Forces -- Silverdream
The Herd may not have the best equipped ground forces, but the power of friendship will see them through. Check the overviews for where they start.
Spoiler: show
Herd Officer X3
Move 5"
Skill 1D6
Av 5
Orbital Strike
Love and Tolerate -- if the Herd Officer or any member of his squad are within melee range of a non-heroic enemy, the entire squad may use its Actions to try and convert that enemy to the Herd. Roll 1D6; if the result is lower than the number of minifigs in your squad, the target minifig joins the Herd.

Melee Weapon
UR Dmg
3 2D6

SMG
Rng UR Dmg Notes
6" 3 1D6 May do fingercone damage for +1 UR.

Herd Soldier X16
Move 5"
Skill 1D6
Av 4

12 with Rifles
Rng UR Dmg
12" 3 1D6

2 in Gatling turrets
Rng UR Dmg
8" finger cone 3 2D6

2 in Missile turrets
Rng UR Dmg
12" 4 2D10 2" exp

They also have an unarmed, unoccupied ground transport with the following stats
Mv 12"
Size 2"
Av 2D10

Pwnies X6
Friendship is Magik: All Pwnies may form Squads with other Pwnies without using an Action. If there are 2 or more pwnies in a squad, that squad gains a pool of 1 supernatural D6 per squad member which can be spent by any member of the squad. Redneck and Kamikazi Pwnies can spend the supernatural dice on boosts to movement/attack, while Horny Pwnies can use the extra supernatural dice to boost their own powers.

All pwnies can kick with UR 3, Dmg 2D6.

Redneck Pwnie X4
Mv 12"
Sk 1D6
Av 5
2 wounds

Horny Pwnie X1
Mv 12"
Sk 1D6
Av 5
2 wounds
3D6 supernatural dice

Wünderbolts flyer X1
Mv 36" flying
Sk 1D10
Av 2D6
Hero, 2 wounds
Kamikazi! -- if the Wünderbolts flyer rolls a critical failure for skill when attacking in melee, he dies in a 2D10 2" explosion. You may also intentionally trigger this explosion.


Turn Order
Britannian Space Superiority Group
T.L.A. Rapid Assault Force
Britannian Main Battle Group
T.L.A. Ranged Support Force
Herd Space Fleet
Herd Ground Forces
Last edited by Theblackdog on Mon Aug 12, 2013 4:01 pm, edited 9 times in total.
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Re: Chasing Rainbows Part II: My Little Warships -- SIGNUP

Postby Silverdream » Sat Aug 10, 2013 2:23 pm

Herd Ground Forces please.
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Re: Chasing Rainbows Part II: My Little Warships -- SIGNUP

Postby Theblackdog » Sat Aug 10, 2013 2:56 pm

Done. Also, I edited the space battle rules a little bit because I copy/pasted them from my last space battle without accounting for changes.
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Re: Chasing Rainbows Part II: My Little Warships -- SIGNUP

Postby Kalvinator » Sat Aug 10, 2013 7:38 pm

Britannian Space Superiority Group if I may.
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Re: Chasing Rainbows Part II: My Little Warships -- SIGNUP

Postby Theblackdog » Sat Aug 10, 2013 8:41 pm

You got it. Also, I moved the attacking fleets about 6" closer to the planet so that things can get started a little faster.
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Re: Chasing Rainbows Part II: My Little Warships -- SIGNUP

Postby Zupponn » Sun Aug 11, 2013 12:40 pm

Brittanian ground forces please.
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Re: Chasing Rainbows Part II: My Little Warships -- SIGNUP

Postby Theblackdog » Sun Aug 11, 2013 1:04 pm

The Britannians aren't split into ground and space forces, they're split into two teams with both ground and space forces in each. The Britannian Main Battle group (which has a cruiser, two frigates, and a large squad of Marines) is still available if you want it.
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Re: Chasing Rainbows Part II: My Little Warships -- SIGNUP

Postby Zupponn » Sun Aug 11, 2013 1:07 pm

Oh, ok. I guess I got confused. I'll take them then.
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Re: Chasing Rainbows Part II: My Little Warships -- SIGNUP

Postby Theblackdog » Sun Aug 11, 2013 2:53 pm

Sure. Just the Herd fleet and the T.L.A. Rapid Assault Task Force left.
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Re: Chasing Rainbows Part II: My Little Warships -- SIGNUP

Postby Falk » Sun Aug 11, 2013 3:15 pm

TLA Rapid Assault please.
BrikWars 2010 Rules wrote:BrikWars ... stands in pretty direct opposition to many fundamental elements of the LEGO® philosophy, such as "Not Teaching Kids How Funny It Is to Set People on Fire."

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Re: Chasing Rainbows Part II: My Little Warships -- SIGNUP

Postby Theblackdog » Sun Aug 11, 2013 4:13 pm

Done. We should PM about tactics. Kalvinator and Zupponn might want to do the same.

Only the Herd fleet is left, if no one signs up by tomorrow afternoon it I will give it to Silverdream.
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Re: Chasing Rainbows Part II: My Little Warships -- 1 SPOT L

Postby Theblackdog » Mon Aug 12, 2013 4:00 pm

OK, we should probably get started. Silverdream can take the Herd space fleet, send in your orders now.

EDIT: Just waiting on Silverdream.
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Re: Chasing Rainbows Part II: My Little Warships -- SEND ORD

Postby Natalya » Wed Aug 14, 2013 9:30 pm

I call George Takei.
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I'll be a star that shines, I can make the whole world mine‼"


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