
Admiral Chester, the commander of this fleet, is on edge. Not only is the Queen herself on the planet below, but he's received some disturbing reports about the Blue Sector Admiral...
Fleet Ensign: "Admiral, new contacts detected! Looks like they're Blackdog's ships."

Ensign: "We're picking up a transmission from the Admiral now..."

Vice Admiral Blackdog: "All ships, full speed ahead! We've got to convince the Queen to declare war on Bavaria!"
Admiral Chester: "Stand down, Blackdog! I won't have you re-starting a war that cost us millions of Brittannian lives!"
Blackdog: "Listen to yourself! How can you call yourself a minifig when you argue for peace? I am your commanding officer, and if you do not permit me to visit the Queen, then I will annihilate your fleet and take matters into my own hands."
Chester: "I'd heard you were mad, but I didn't realize how far around the bend you've gone, Admiral. Very well. If you insist on violence, I have a Bavarian Fleet Detachment ready to defend our alliance."

Bavarian Commander: "All ships, vorwarts!"
Blackdog: "So... you insist on treason, then. Too bad. You'll find that I have allies of my own."
Praetorian Fleet Commander: "This is Praetorian Navy Strike Group Delta."

"We have no love for Britannia, but right now Bavaria is our greatest enemy. If you want to go to war with them, we'll gladly assist you."

SIGNUP/TURN ORDER:
Signup for one of the following factions. The factions are listed in turn order.
Bavarians -- Silverdream
Bad Dogs -- Theblackdog
Brittannians -- Quantumsurfer
Praetorians -- Reserved for Dilanski
The Bavarians and Brittannians are allied, and the Bad Dogs and Praetorians are allied.
SPACE BATTLE RULES (in the spoiler):
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.
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 range and 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.
Fighters
Fighters and bombers are deployed in squadrons of 3 and stay together after launching. You may only have 2 squadrons on the field and launch one squadron at a time.
A medium frigate that provides fire support with two heavy torpedo launchers.
Accel 8"
Silhouette 7
AV 6
HP 5
Weapons: FLEIJA torpedo launcher X2
Accel 11"
Silhouette 8
AV 1
HP 1
Dmg 3D6 (2" exp)
Ammo 6 per launcher
Weltschmerz-class Frigate
A fast-moving frigate designed to shoot down fighters.
Accel 10"
Silhouette 7
AV 6
HP 4
Weapons:
Plasma Wave Cannon X1
Rng 8" finger cone
Accuracy 2D6+1
Dmg 1D6+1
Light Laser X2
Rng 8”
Acc 2D6+2
Dmg 1D6
Schadenfreude-class Cruiser
A fast and powerful cruiser that specializes in short range combat. Can deploy boarding parties to nearby ships.
Accel 8"
Silhouette 6
Armor 7
HP 7
Weapons:
Plasma Cannon X4
Rng 6"
Dmg 2D6
Accuracy 2D6
Special ability:
Boarding Teleporter -- instead of shooting, you may launch a boarding attack on an enemy ship within 3".
Fleet Commander - this ship may perform a Stupendous Feat once per turn.
A long-range attack vessel.
Accel 10"
Silhouette 7
Armor 6
HP 4
Weapons: Light missile launcher X2
Rng 24” (forward firing, 90 degree arc)
Accuracy 7
Dmg 2D6-1
Ammo 8 each
Rail Gun X1
Rng Infinite (minimum 6", fixed forward)
Accuracy 1D6+2
Dmg 3D6
Fleet commander -- This ship may use Heroic Feats.
Wolfhound
Accel 10"
Silhouette 7
Armor 6
HP 4
Weapons:
Heavy Laser Cannon X2
Rng 12”
Acc 1D6+2
Dmg 2D6+1
Special ability: Overcharge
If the Wolfhound has not fired during the previous round, it may fire two shots from each weapon.
Tiger Shark
Accel 8"
Silhouette 7
Armor 6
HP 5
Weapons:
Light Gauss Cannon X2
Rng 10”
Acc 2D6+1
Dmg 1D6
Light Missile Launcher X1
Rng 24” (forward firing, 90 degree arc)
Accuracy 7
Dmg 2D6-1
Ammo 8
A patrol gunboat modified to carry heavy weaponry and armor, it is lethal against enemy warships.
Accel 8"
Silhouette 7
Av 7
HP 5
Weapons: Heavy Laser X2
Rng 12”
Acc 1D6+2
Dmg 2D6+1
Patrol Gunboat
Patrol Gunboats excel as escorts for larger ships, able to place themselves in harm's way and survive.
Accel 8"
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 anti-fighter guns.
Accel 6"
Silhouette 6
Armor 7
HP 8
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 a squadron of 3 fighters or bombers per turn. There can be no more than 3 fighters and 3 bombers on the field at any given time. It may also recover and resupply bombers that are out of ammunition.
Fleet Commander -- this ship may use Heroic Feats.
Spitfire Fighter Squadron (3 ships)
Accel 12"
Silhouette 8
Av 4
HP 1
Light Laser Cannon
Rng 8”
Acc 2D6+2
Dmg 1D6
Agile: May pivot up to 45 degrees after moving.
Vulcan Bomber Squadron (3 ships)
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)
The Revenge-class frigate is armed with two powerful blaster cannons that can make short work of enemy warships.
Accel 8"
Silhouette 7
Armor 6
HP 5
Weapons: Plasma Cannons X2
Rng 6"
Dmg 2D6
Accuracy 2D6
Special Ability: Boost -- this ship may increase its acceleration by 3" if it does not fire its weapons.
Legionnaire-class frigate
Legionnaire-class frigates protect allied ships using a shield generator and 3 anti-fighter lasers.
Accel 8"
Silhouette 6
Armor 6
HP 5
Weapons: Light Laser X3
Rng 8”
Acc 2D6+2
Dmg 1D6
Special Ability: Shield Generator -- While active, all ships within 4” subtract 1 dice from all Damage rolls made against them. You cannot fire while using this weapon.
Hex-class Cruiser
Hex-class cruisers provide potent area denial capabilities with their short-range missiles and drone squadrons.
Accel 6"
Silhouette 6
Armor 7
HP 8
Short-range missile launcher X4
Range 8” (360 degree fire arc)
Acc 7
Dmg 2D6-1
Ammo 16 each
Special Ability: Fighter bay
This ship may launch a squadron of 3 fighters per turn. There can be no more than 6 fighters on the field at any given time.
Fleet Commander -- this ship may use Heroic Feats
Drone Fighter Squadron (3 ships)
Accel 12"
Silhouette 9
Av 4
HP 1
Light Laser Cannon
Rng 8”
Acc 2D6+2
Dmg 1D6

lol j/k



























