Thursday, 3 June 2021

2 by 2 Bravado

 2 by 2 Bravado!

A Simultaneous Play alteration to 2 by 2 Napoleonics by John Rigsby and Eric Sprague

 

Introduction

I quite like the 2 by 2 Napoleonics Rules and have used them for a number of years.

https://www.rodvik.com/2by2/

I use them with my 6mm Napoleonic Models, but also my 15mm AWI. I simply increase the ranges of movement, etc. One recent change has been to get rid of measuring tapes, and simply use a piece of A4 paper cut into strips along the length. One "half" of the A4 is the equivalent of 6 inches, one "quarter" is 3 inches (more or less). And one "eighth" is musket / grapeshot range. This way I don't have to hand around measuring tapes (which always get dropped by kids on the models) and everyone playing can have their own ruler. Also, the paper can bend around terrain to show a more accurate range of march.


Things I don't really like

I don’t like the “you go, I go” element of most rules, and this is my attempt to jury-rig some kind of simultaneous action into 2 by 2.

 

The Changes

Keep everything essentially as it is in 2 by 2, but change the Sequence of Play:

 

Phase One: BRAVADO! Each player chooses a number on a d6 and reveals simultaneously. The player with the lower chosen number may make that number of actions immediately. If a tie, roll to determine who has first action.

Each unit may only make one action. MOVE / RALLY / SHOOT. Mark each unit in some way after it has taken its action (I use a pin stuck in the board near the unit).

After the first player has taken their actions, the second player may make the number of actions they chose on their d6.

Each player should then take three actions until all units on both sides have taken one action.

 

Phase Two: Resolve All Melees. Roll a d6 to determine which player chooses a melee to resolve first.

 


Strategic Movement

I also want to allow units to make big sweeping moves without taking half the day to do it - so units that start their movement outside of 12" of any enemy can move at double speed as long as they don't come within 12" of an enemy unit.



That’s it. Everything else stays the same. If you try these rules, let me know how they worked for you.






Friday, 21 May 2021

Bunny Run

Bunny Run 
Farmer Big Boots has found the Bunny Gang in his garden! Run, Bunny, Run!



Kids' games are boring - for kids and the adults who play with them. Roll the dice, move that many spaces, what happens to you is what happens to you. From Candyland to Monopoly, chance plays the game more than the players.

That stinks. There are no decisions, and everything is fated by chance.

Bunny Run is different.



Bunny Run is a decision-oriented game of multiple possibilities. Each choice of each player matters and impacts on the other players. There is a small element of chance, but most of the game is about thinking and deciding. This makes the game fun for children and adults alike. Even if the child doesn't really understand the implications of their choices, they are still making decisions. Adults playing the game will devise strategies that will be undone by the choices (sometimes illogical!) of the children they play with. This game also works just with adults.

Bunny Run is a game for 3 to 5 players and should take less than 20 minutes to set up and play.

I've played with children as young as four. 



This link has colour and black and white files with rules, the 5 cards, map board, and tokens in both A4 and US paper sizes:  FILES Alternatively, at the end of this post are suggestions on playing without printing anything (No Print Play).


Bunny Run – Rules of Play

Premise: Farmer Big Boots has found the Bunny Gang in his garden! Run, Bunny, Run!

Aim: Escape the garden with the most carrots.

Setup
Each player chooses a Bunny Token and places them in the START box. Each player than receives a Turn Order card at random (with 3 players use the “Scared Hare”, “Concerned Rabbit”, and “Complacent Bunny” cards. With 4 players, add the “Average Bunny” card. For five players, add the “Happy Hare” card). Each player will need one six-sided die (d6).

Distribute the carrot tokens randomly along the path, maximum of 1 carrot per space.

Playing the Game
There are four steps to each turn.

STEP ONE: CHOOSE A NUMBER

 Each player chooses a number face up on a d6 and covers it with their hand.

·         If you have the “Scared Hare” card you will have to add 6 to your number (you might like to use two d6 – one set to “6” and the other to a number of your choice.

·         If you have the “Complacent Bunny” card you can only choose the numbers 1, 2, or 3.

Once all players have chosen a number, lift your hands to reveal the number.

STEP TWO: MOVE THE BUNNIES

The player with the “Scared Hare” card moves first, followed by the other players in the order on their card.

A bunny moves the number of spaces on the player’s d6. Do not count a space with another Bunny in it (HOP over it). If you end your move in a space with a carrot, pick it up and place it in front of you.

STEP THREE: MOVE THE BOOT

On the first turn place the Big Boot token in the START space. On every other turn the player with the “Complacent Bunny” card rolls a d6 and moves the boot that many spaces. If the Boot reaches a space next to a Bunny it stops. The Bunny next to the Boot must hop to the next empty space and drop 1 carrot (if it has one – return it to the box).

After moving the boot, if it is six or more spaces from the nearest bunny move the boot until it is TWO spaces behind the nearest bunny.

STEP FOUR: GIVE OUT THE CARDS

The Player whose Bunny is closest to the Boot gets the “Scared Hare” card – they will move first next turn.
The Player whose Bunny is furthest from the Boot gets the “Complacent Bunny” card – they will move last next turn.
The other players get the cards in between – the second closest bunny gets “Concerned Rabbit”, the third gets “Average Bunny”, and the Fourth gets “Happy Hare.”

After Step Four, return to Step One for the next round.

End of the Game

The game ends when all bunnies have left the garden by reaching the END space.
Count each player’s carrots. The player with the most carrots wins the game.
In the event of a tie, the younger player wins.

 FILES



No Print Play

How to play without printing everything out:

Each player will need a distinct piece to be their bunny (and one for the Boot), a d6, and a bunch of tokens (I use about 30) to represent the carrots.

Use the map board provided or design your own. You could lay a couple of rulers or strips of paper on a chess board to make a race track of whatever size you desire. 

Print out the cards for turn order, use playing cards (Ace to Five), or just remember who moves when - remember - the bunnies move in order of closest to the "BOOT" to the furthest.

You alread have a game of Bunny Run in your house. It is behind you. It is all around you. You are the game. You are the Bunny. Run!



Friday, 30 April 2021

Contact: Red

CONTACT: RED

Greetings, Commander.

Long range sensors have detected an enemy flotilla in-bound. Burn to intercept. They must not threaten the home world!

 

Contact: Red is a multiplayer 3D space combat simulation. Custom design your ships, deal with real(ish) physics, locate and destroy the enemy.

 

A team of players will command a ship and its associated drones and torpedoes. Ideally several teams would fight against an opposing force.

 

Sensors
Ships and some drones have sensor suites used to detect objects in space. Space is big, and the vessels are quite small, so spotting things will be difficult. Sensors operate in two modes: active and passive. Active sensors are effectively radar, pumping out waves of energy and waiting to see if they bounce off things and reflected. Active sensors require a good deal of energy, increase the range of the sensors, but also make the vessel that is “Actively scanning” a bright flashing object in an otherwise dark world.

Passive sensors are more like telescopes, searching the night sky for some trace of a ship or drone. Vessels that are producing or using a great deal of energy will be easier to spot, as will vessels and torpedoes that are “burning” their engines to accelerate rapidly. Passive Sensors use a lot less energy than active scanners.

Contacts
Each turn the team will be told where their ship is in relation to other objects, their vectors, etc.

For example:

Contact Alpha: range 110k, 58o, +37o. Vector 12k 113o, -45o.

Range is something in the order of tens of kilometers. Bearings are given in two sets of degrees – 0 to 360 on the horizontal plane (where 0 will always be pointing towards the Sun, 90 degrees is “East” (or the same direction as the planets orbit), 180 degrees “South” (or directly away from the Sun), and 270 degrees “West” (counter-orbit). The second set of degrees ranges from +90 (directly above) to -90 (directly below). If a contact is at +0, then it is on the same horizontal plane.

So, contact Alpha, above, is reported at 110k 58o +37o – that is, 110 range units away (“k”s), East-North-East, and up a bit (in general terms), relative to the observer. Its Vector is 12k 113o, -45o, meaning it is travelling at 12k per turn, a bit south of east, and descending at an angle of 45o.

A contact at 15k 360o -90o is 15k directly below the observer.

 

Navigation

Vector
Ships have a vector – speed and direction. Given the frictionless nature of space, a vessel will continue travelling on its vector unless force is applied. A vector will appear like: V 2.8k 95o -15o. So, this vessel is travelling 2.8k each turn, East-ish, and down a bit.

Heading
Ships have a heading – the direction they are pointing. When the engines are fired, the vessel will accelerate in the direction it is heading. When acceleration on a heading is combined with the ship's initial vector, a new vector is created. So, the ship above has a vector of: V 2.8k 95o -15o. If the ship had a Heading of: H 95o -15o (so the same as its vector) and accelerated at 1.1k this turn, the ship's vector next turn would be 3.8k 95o -15o.

A ship heading north at 10k per turn would need to accelerate south to bring its vector to 0 (perhaps over several turns). A ship heading East at speed 5 that accelerated North at speed 5 would end up heading North-East at speed 7.1k.

Acceleration
The speed at which a vessel can accelerate will depend on its total mass, number of engines, and the amount of energy supplied to the engines. Vessels can always accelerate at a lower value than possible if so ordered.

Changing Heading
Vessels can alter their heading by firing thrusters. Thrusters are small engines placed at the ends of the vessel. To turn “right” the vessel fires the left facing thruster at the front, and the right facing thruster at the rear to rotate the vessel around its center. Once the desired heading is achieved, the opposite thrusters are fired to end rotation.
For the purposes of this game, each ship will be given a value (depending on number of thrusters and mass of the vessel) that indicates how many degrees it may change facing each turn.

For example, a ship may have a thruster value of 45. It can change its heading from 0o (north) to either 45o (north east) or 315o (north west), or some number in between, in a single turn.  A vessel can also use its thruster value to change its vertical heading to a value of up to +90 and -90. Every degree up or down changed is one that cannot be used to turn left or right. So, a vessel with T45 can use 15o to point down, and 30o to turn left, or some other combination, to a maximum of 45.

The only exception to this is when a vessel goes “over the top” – so, imagine a vessel with a heading of 00 +60o. It is heading North and steeply up. If this vessel were to use its thruster value to take it up to +90 and then “over the top” by another 15o, it would now have a heading of 1800 +75o. It has effectively turned past vertical and is now “upside down” and pointing in the opposite direction. But its heading has not changed by more than 45o. Fun, isn’t it? The same thing would be possible as a ship turned past more than -900.

{For the purposes of these rules there is no possibility of spinning a vessel around its central axis. That might prove useful in the future but is beyond the scope of this document.}

 

Energy
Each turn a ship will generate a certain amount of energy from its reactor(s) to be spent on various functions. The amount of energy generated and used will increase the odds of it being spotted by enemy sensors. Each turn the ship will need to report the amount of energy used by each ship to the control team. This is the amount of energy output from the reactor combined with any energy spent from battery storage in a turn, plus an extra point for every energy spent on Active Scanning.

Reactor value: Basic reactors will output 1 to 3 energy per turn. More expensive reactors can output up to 5 energy.

Battery Storage: Excess energy must be stored in the ship’s batteries for future usage.

Life support (Comms and Passive Sensors): It takes one energy to keep the crew alive and passive sensors and communication systems operational each turn.

Active Scanning: It takes 1 to 3 energy to operate the active scanners. Each additional unit of energy increases the scanner range by 50k. Each energy used in Active Scanning counts as DOUBLE when reporting the energy output of a vessel.

Lasers: Lasers can take 1 to 10 units of energy. Each unit of energy increases range by 10k. Lasers can be counted on to destroy non-ship objects (torpedoes, drones) effectively, and can cause serious damage to ships. Each laser may only be fired at one target per turn.

Thrusters: It takes one energy to change a ship’s heading by up to its thruster value.

Engines: Engines can use 1 to 3 energy each to provide acceleration for the vessel.

 

Weapons
Lasers
are primarily defensive weapons to destroy approaching torpedoes and drones. They can be used to damage and destroy enemy ships. During an in-person game, a ship may fire a laser when its weapons officer stands up, raises one fist, and declares loudly: “FIRE LASER!” Control will then ask some questions and resolve the attack before any other ship may fire.

Torpedoes are effectively ICBMs that are strapped to the side of ships until released and fired. They accelerate very quickly and when detonated do extraordinary damage to all objects in range. Being within 25k of a torpedo will mean instant destruction, 50k could damage armored systems, and 75k could destroy non-armored systems. During an in-person game, a ship may detonate a torpedo when its weapons officer stands up, raises two fists, and declares loudly “DETONATE!” Control will then ask some questions and resolve any damage. Torpedoes are indiscriminate weapons – they will damage and destroy friend and foe alike.

Torpedoes will have the same vector and heading as the ship that released them until they make their own heading and acceleration change. Torpedoes are powered by batteries (fuel cells) and do not have reactors on board. They rely on orders from their ships to change heading, accelerate, and detonate.

Drones are unmanned vessels that can be equipped with lasers or scanners. They can operate either with reactors, solar collectors, or on battery power alone. A ship may have any number of drones that they control. Separate orders must be submitted for each drone.

During the design phase, certain systems on a ship may be Armored to increase durability during attack. This will add to the vessel’s mass, slowing acceleration and reducing thruster value.

 

 

Ship Design

Each team will be allocated a certain amount of points / cash to spend on their vessel. A spreadsheet will be provided to calculate the necessary values. Each ship must have at least a Command Module (comprising the bridge, crew quarters, life support, sensors, communications, thrusters), Engines, and a Reactor.

 

 

Team / Roles
A ship can have any number of players assigned to work together, and they may divide up the various roles as desired. One must be designated the Weapons Officer, whose task it is to loudly declare “FIRE LASERS!” or “DETONATE!” as required. One player may serve as Sensor Officer, another as Navigator, while another takes responsibility for Energy Allocation. In larger games there might need to be a Comms Officer who will be responsible for communicating with other ships in the fleet.

Ships may also find it helpful to have a Captain, if only to have someone to blame when things do not go well.

During online / forum play, these roles can all be filled by the one person. Players should still announce “FIRE LASERS!” and “DETONATE!” in the appropriate thread. The first to post gets to shoot or detonate first.

 

During In-Person play there will be a laminated card for each ship/drone/torpedo. Players will use a marker to put the necessary information in the boxes provided and return to the Control players, who will update the spreadsheet, fill in new data, and return information as quickly as possible. Sensor data of contacts will be provided via google docs or a printout.

Players will be provided with a large sheet of paper or white board, some markers, and a protractor and ruler to help visualize contacts.

During online / forum play players will be expected to provide their own protractor.

 

Monday, 15 March 2021

Warlords of B'Zaarcke - Updated

 

Warlords of B’Zaarcke - Updated


OBJECT
WoB is a turn-based strategy game for multiple players.  Each takes the role of a factional leader, building and commanding forces while conquering worlds.  Victory is achieved when a player controls more than half the sector or when all remaining players acknowledge one player's supremacy.

PLAYER
Each player controls planets, ships, and squadrons. The ships and squadrons are those found in a normal game of Armada. Upgrades, officers, and commanders can be used at the GM's choice.

TURN 
There will be at least one turn per week, with hopes of two or three. Players are expected to reply to any messages from the GM within 24 hours. Orders must be submitted by the appointed deadline, or no actions will be taken by the side. The turn has three phases:
1.       Construct Units
2.       Jump
3.       Combat
Each phase occurs simultaneously among players.

MAP
The map is made up of planets, systems, and hyperlanes. Ships in a system may travel to any planet in the same system or a planet in a linked system in one “jump” – the distance a Capital ship can travel in a week. Ships do not have to end their move at a planet but can instead specify to land in deep space in a listed System.

PLANETS
Planets produce a number of Credits (C) each turn.

PHASE ONE: CONSTRUCT UNITS
Credits are the currency of the game, representing resources for production and fuel for movement.
A planet can produce up to its credit value of units each turn.
For Example: A planet with TEN credits can build UNITS up to 10 points in a turn (so 10 points towards a larger ship).

Units that cannot be fully produced in a turn will remain partially built (and non-operative) until a future turn.

Ships and Squadrons have the same cost as in Armada.
Blockaded worlds produce credits but these can only be spent on Planetary Defences (PD). Ships cannot be produced at blockaded worlds.

Any unspent Credits at the end of the turn are lost.

For example: Planet Redjik 30 credits.  Up to 30 credits can be spent each turn at Redjik to produce units. The planet could construct 2 squadrons of X-wings and 4/13 of another; or build 30/39 of a CR90B. Only one partially constructed unit may be left at each planet per turn. If another unit is begun before the partial is completed, the partial is considered destroyed and any resources invested are lost. For example, Redjik spends 30 credits in turn 1. The player builds 2 A-Wings (11 each, 22 total) and 8/13 of an X-Wing. In turn 2, the Player decides to spend 30 credits investing in 30/57 of a Nebulon B Escort. The 8/13 of an X-Wing is lost.

Newly constructed units may jump / move in the same turn as they are constructed.

Credits may be spent to increase a planet’s Credit production. For each 10 credits spent the credit production of the planet increases by 1 the following turn.

Credits cannot be saved for future turns. If not used in a turn credits are lost.

PHASE TWO: JUMP
The Jump to Lightspeed allows ships and fighters to travel between planets. Ships may carry their Squadron value in squadrons without having to pay the cost of hyperjump.

For Example: A Corvette can carry 1 X-Wing squadron and hyperjump for 1 credit – if the Corvette and X-Wing jump to 2 separate locations that would cost 2 credits.

For our purposes, all ships and squadrons have the same kind of jump capacity. They can jump to any planet in the same system OR any planet in an adjacent system. They can also jump to a non-planet place in a system – deep space. While in deep space the ship cannot be attacked – it is simply at some random place, and space is very, very big. Units in deep space MUST jump the following turn, and CANNOT jump to another deep space location.

It costs 3 credits per ship or squadron to jump - this covers the cost of fuel.

Please Note: It is Star Wars canon that not every fighter has hyperdrive capability - it is up to a player’s own discretion as to how they justify Tie fighters and Z-95s suddenly having hyperdrive capacity.



PHASE THREE: COMBAT
Once all units have jumped, planets that have units from two or more sides may have combat. For small or very one-sided battles the GM will simply roll a dice to determine an outcome. For very important or interesting battles players may have the option of “fighting it out” using vassal (or IRL? Possibly). But we can’t hold up the game for these purposes, so any such battles will have to be resolved quite quickly.

For auto-resolve purposes, the GM will roll 1d6 for every 50 points (or part thereof) of fleet. A result of 4+ inflicts 25 points of damage on the opposing fleet. A maximum of 11d6 and a minimum of 1d6 will be rolled in any given battle.

For example: An Imperial fleet of 401 points encounters a Rebel fleet of 51 points. The Imperial fleet would roll 9d6, and the Rebel fleet 2d6. Every result of 4+ will inflict 25 points of damage on the enemy.

Actual unit casualties will be randomly determined by the GM.

The force that inflicts the greater amount of damage on the enemy is victorious, the opposing fleet must retreat. If both sides score an equal number of hits, the smaller fleet must retreat. If the fleets are identical, a d6 is rolled to see who retreats. The combat is concluded, and the defeated force MUST jump the next turn to another location. If it is unable to jump, it is considered destroyed. 

INVASION
Once any space combats are resolved, the winning player will determine if they have control of the planet. To gain control of a planet the fleet in orbit must have fleet points three times above the credit value of the planet. Control is gained on a roll of 6+ on a d6. Each multiple of the planet's credit value above that required adds one to the roll.

 For Example: Planet Redjik has a Credit value of 30. A Fleet of value 91 arrives. The fleet has more than 3 times the credit value of planet, so will gain control of a roll of 6.
A fleet of value 156 would gain control of the planet on a roll of 4 or more.

BLOCKADED
If a fleet of one player is in orbit of a planet controlled by another player the planet is blockaded as long as fleet has a value greater than the credit value of the planet.
Blockaded planets may only construct Planetary Defences and may not contribute credits towards fuel.

For Example: A fleet of value 14 could not blockade planet Redjik, with credit value 30.

PLANETARY DEFENCES
A planet may invest in Planetary Defences (PDs - shields, batteries, troopers, etc). For an amount of credits equal to double its credit value, the Planet will gain one level of PD. When an enemy fleet gains control of a planet with PDs, the PD level drops by 1. A planet will not change allegiance if it has PD of one or more. A planet may not have a PD level of more than 3.

REPAIRS
Any unit that takes more than half its points in damage in battle is “scarred” and must be repaired before it can face battle at full strength. A scarred ship counts as half rounded down of its point for combat calculations (or if playing a vassal or irl game, give the ship damage cards equal to half (rounded up) of its hull value). To repair a ship it must be in orbit of a friendly planet. The cost to repair is equal to the cost of the ship divided by its engineering value.

For example, if a CR90B is “scarred” it would cost 20 credits to repair. If the planet it is located at has less than 20 credits in production, it may take multiple turns to repair. If the planet is part-way through production of another unit the ship may not be repaired until the production is completed OR the production is lost.

When a ship is scarred it must be marked as such in your roster.

FLEET SIZE
There is no limit to Fleet Size in any given location, but a maximum of 11d6 will be rolled for combat resolution.

STANDING ORDERS
A player should set some standing orders for all or some fleets to attack or not attack certain players forces if encountered. A player with a no-shoot order that is attacked will roll as normal, but only inflict damage on the enemy on a roll of 5+. These standing orders should be repeated in each set of orders to remind the GM of those that are appropriate.

MULTIPLE FLEETS IN ONE LOCATION
Multiple Players may have fleets in the same location.

In the event that multiple fleets arrive in a location in a turn with SHOOT orders the battle is resolved by pairing the two largest fleets, resolving battle, and then pairing the next two largest fleet. Battles will continue until only one force remains in the location.

OTHER THINGS
Matters not covered by these rules will be decided by the GM typically by shouting and then rolling some dice.

END OF RULES

Thursday, 1 October 2020

The LTD non-invitational non-National TTS/TTO Trans-Tasman (plus Ireland and Canada) Tournament - LISTS!

 These are the lists for the October 2020 TTS tournament, with objectives removed. I will attempt to forget the objectives, and promise to go second whenever I have the bid to avoid any appearance of impropriety.


Versedhorizon

2 ISD + 2 Raider

Faction: Galactic Empire
Points: 396/400

Commander: Admiral Motti



[ flagship ] Imperial II-Class Star Destroyer (120 points)
-  Admiral Motti  ( 24  points)
-  Strategic Adviser  ( 4  points)
-  Gunnery Team  ( 7  points)
-  Quad Laser Turrets  ( 5  points)
-  Reinforced Blast Doors  ( 5  points)
-  Leading Shots  ( 4  points)
= 169 total ship cost


Imperial Star Destroyer Kuat Refit (112 points)
-  Emperor Palpatine (off)  ( 3  points)
-  Gunnery Team  ( 7  points)
-  Quad Laser Turrets  ( 5  points)
-  Reinforced Blast Doors  ( 5  points)
-  Leading Shots  ( 4  points)
-  External Racks  ( 3  points)
= 139 total ship cost


Raider I-Class Corvette (44 points)
= 44 total ship cost


Raider I-Class Corvette (44 points)
= 44 total ship cost


= 0 total squadron cost



Sipon

Name: Untitled Fleet
Faction: Imperial
Commander: Admiral Sloane


Quasar Fire I (54)
• Expanded Hangar Bay (5)
• Boosted Comms (4)
= 63 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Gozanti Cruisers (23)
• Hondo Ohnaka (2)
• Comms Net (2)
= 27 Points

Interdictor Suppression Refit (90)
• Captain Brunson (5)
• Grav Shift Reroute (2)
• Targeting Scrambler (5)
• Interdictor (3)
= 105 Points

Raider I (44)
• Admiral Sloane (24)
• Corvus (2)
= 70 Points

Squadrons:
• Black Squadron (9)
• Ciena Ree (17)
• Maarek Stele (21)
• Colonel Jendon (20)
• Saber Squadron (12)
• Mauler Mithel (15)
• 2 x TIE Fighter Squadron (16)
= 110 Points

Total Points: 400


Name: Rieekan Six and Half Dozen
Faction: Rebel
Commander: General Rieekan

 


 

CR90 Corvette A (44)
• Engine Techs (8)
• Turbolaser Reroute Circuits (7)
• Jaina's Light (2)
= 61 Points

 

CR90 Corvette A (44)
• General Rieekan (30)
• Engine Techs (8)
• Turbolaser Reroute Circuits (7)
= 89 Points

 

CR90 Corvette A (44)
• Engine Techs (8)
• Turbolaser Reroute Circuits (7)
= 59 Points

 

CR90 Corvette A (44)
• Engine Techs (8)
• Turbolaser Reroute Circuits (7)
= 59 Points

 

GR-75 Medium Transports (18)
= 18 Points

 

GR-75 Medium Transports (18)
= 18 Points

 

Squadrons:
• 2 x VCX-100 Freighter (30)
• Jan Ors (19)
• 3 x X-wing Squadron (39)
= 88 Points

 

Total Points: 392

Name: OCC_1
Faction: Imperial
Commander: Admiral Motti


Onager Star Destroyer (110)
• Admiral Motti (24)
• Skilled First Officer (1)
• Linked Turbolaser Towers (7)
• Orbital Bombardment Particle Cannons (5)
= 147 Points

ISD Cymoon 1 Refit (112)
• Darth Vader (3)
• XI7 Turbolasers (6)
• Linked Turbolaser Towers (7)
= 128 Points

ISD Cymoon 1 Refit (112)
• XI7 Turbolasers (6)
• Linked Turbolaser Towers (7)
= 125 Points

Squadrons:
= 0 Points

Total Points: 400




RushSGU {make me type thing out! Grrr!}

Rieekan Aces Done Right
398

Nebulon B Escort
Flight COmmander
Fighter Coordination Team
Yavaris
68 points

AF2B
General Rieekan
Walex Blissex
Flight Controllers
Boosted Comms
ECMs
TRC
131 points

GR75 Medium
Torryn Farr
Comms Net
Boosted Comms
31 points

GR75 Medium
Adar Tallon
Bomber CC
Boosted Comms
Bright Hope
42 points

Luke Skywalker 20
Dutch Vander 16
Wedge Antilles 19
Jan Ors 19
Gold Squadron 12
4xYwings        40
126 points of Squadrons




Spartan

Faction: Imperial
Commander: Admiral Screed



Interdictor Suppression Refit (90)
• Admiral Titus (2)
• Auxiliary Shields Team (3)
• Disposable Capacitors (3)
• G7-X Grav Well Projector (2)
• Targeting Scrambler (5)
• Heavy Ion Emplacements (9)
• Interdictor (3)
= 117 Points

Interdictor Suppression Refit (90)
• Admiral Screed (26)
• Auxiliary Shields Team (3)
• Disposable Capacitors (3)
• G7-X Grav Well Projector (2)
• Grav Shift Reroute (2)
• Heavy Ion Emplacements (9)
= 135 Points

Onager Testbed (96)
• Strategic Adviser (4)
• Veteran Gunners (5)
• Gunnery Chief Varnillian (6)
• Orbital Bombardment Particle Cannons (5)
• Cataclysm (5)
= 121 Points

Gozanti Cruisers (23)
• Hondo Ohnaka (2)
• Comms Net (2)
= 27 Points

Squadrons:
= 0 Points

Total Points: 400

Name: Screed's Raiders
Faction: Imperial
Commander: Admiral Screed


Gozanti Cruisers (23)
• Minister Tua (2)
• Suppressor (4)
• Electronic Countermeasures (7)
= 36 Points

Gozanti Cruisers (23)
• Commander Woldar (4)
= 27 Points

Gladiator II (62)
• Admiral Screed (26)
• Captain Brunson (5)
• Ruthless Strategists (4)
• Engine Techs (8)
• Assault Proton Torpedoes (5)
• Demolisher (10)
= 120 Points

Raider II (48)
• Iden Versio (6)
• Disposable Capacitors (3)
• Heavy Ion Emplacements (9)
• Corvus (2)
= 68 Points

Squadrons:
• 2 x VT-49 Decimator (44)
• Maarek Stele (21)
• Colonel Jendon (20)
• Morna Kee (27)
• Dengar (20)
= 132 Points

Total Points: 383

Name: Starhawk II and CR90s
Faction: Rebel
Commander: Kyrsta Agate


Starhawk Battleship Mark II (150)
• Kyrsta Agate (20)
• Defense Liaison (3)
• Gunnery Team (7)
• High-Capacity Ion Turbines (8)
• Linked Turbolaser Towers (7)
= 195 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

GR-75 Medium Transports (18)
• Comms Net (2)
= 20 Points

Squadrons:
• Shara Bey (17)
• Tycho Celchu (16)
• Hera Syndulla (28)
• Gold Squadron (12)
• Y-wing Squadron (10)
= 83 Points

Total Points: 400



avngd

Name: Dont hate me
Faction: Rebel
Commander: Kyrsta Agate


MC80 Star Cruiser (96)
• Kyrsta Agate (20)
• Walex Blissex (5)
• Weapons Battery Techs (5)
• Engine Techs (8)
• Heavy Ion Emplacements (9)
• XI7 Turbolasers (6)
• Mon Karren (8)
= 157 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Boosted Comms (4)
= 29 Points

GR-75 Medium Transports (18)
• Slicer Tools (7)
• Quantum Storm (1)
= 26 Points

CR90 Corvette A (44)
• Intel Officer (7)
• Turbolaser Reroute Circuits (7)
= 58 Points

CR90 Corvette A (44)
• Intel Officer (7)
• Turbolaser Reroute Circuits (7)
= 58 Points

Squadrons:
• Shara Bey (17)
• 5 x A-wing Squadron (55)
= 72 Points

Total Points: 400



Marzaums

Name: Mars Fleet
Faction: Imperial
Commander: Admiral Screed


Onager Testbed (96)
• Admiral Screed (26)
• Intel Officer (7)
• Gunnery Chief Varnillian (6)
• Veteran Gunners (5)
• Orbital Bombardment Particle Cannons (5)
• Rakehell (4)
= 149 Points

Interdictor Suppression Refit (90)
• Captain Brunson (5)
• Auxiliary Shields Team (3)
• Disposable Capacitors (3)
• Targeting Scrambler (5)
• Grav Shift Reroute (2)
• Heavy Ion Emplacements (9)
• Interdictor (3)
= 120 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Gozanti Cruisers (23)
• Expanded Hangar Bay (5)
• Suppressor (4)
= 32 Points

Squadrons:
• Maarek Stele (21)
• Colonel Jendon (20)
• Tel Trevura (17)
• Valen Rudor (13)
= 71 Points

Total Points: 397

Name: Tis It!
Faction: Rebel
Commander: Kyrsta Agate


Starhawk Battleship Mark II (150)
• Kyrsta Agate (20)
• Strategic Adviser (4)
• Walex Blissex (5)
• Caitken and Shollan (6)
• Advanced Transponder Net (5)
• SW-7 Ion Batteries (5)
• H9 Turbolasers (8)
• Magnite Crystal Tractor Beam Array (10)
• Unity (10)
= 223 Points

Assault Frigate Mk2 B (72)
• Ezra Bridger (3)
• Veteran Gunners (5)
• Electronic Countermeasures (7)
= 87 Points

Pelta Command Ship (60)
• Leia Organa (3)
• Disposable Capacitors (3)
= 66 Points

Squadrons:
• 2 x Y-wing Squadron (20)
= 20 Points

Total Points: 396

Name: Battlegroup Avarice
Faction: Rebel
Commander: Kyrsta Agate


Starhawk Battleship Mark II (150)
• Kyrsta Agate (20)
• Walex Blissex (5)
• Strategic Adviser (4)
• Boarding Troopers (3)
• Leading Shots (4)
• Turbolaser Reroute Circuits (7)
• Unity (10)
= 203 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
• Jaina's Light (2)
= 53 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

GR-75 Medium Transports (18)
• Comms Net (2)
= 20 Points

Squadrons:
• 2 x A-wing Squadron (22)
= 22 Points

Total Points: 400



Turtlenator

Name: 400p Mon Cal  Regen
Faction: Rebel Fleet Total 399 Points
Commander: Kyrsta Agate


MC80 Battle Cruiser (103)
•Kyrsta Agate (20) •Walex Blissex (5) •Gunnery Team (7) •Auxiliary Shields Team (3) •Leading Shots (4) •XI7 Turbolasers (6) •Spinal Armament (9) •Mon Cal Exodus Fleet (5) = 162 Points

MC80 Assault Cruiser (114)
•Major Derlin (7) •Engine Techs (8) •Electronic Countermeasures (7) •Advanced Projectors (6) •Leading Shots (4) •H9 Turbolasers (8) •Mon Calamari Exodus Fleet (5)
= 159 Points

GR-75 Medium Transports (18) • Comms Net (2)  = 20 Points

Squadrons: • 3 x X-wing Squadron (39) • Biggs Darklighter (19) = 58 Points

Total Points: 399










Beefcake4000

Aus Nats - Steve Gibb

Faction: Galactic Empire
Points: 391/400

Commander: Darth Vader (com)

[ flagship ] Onager-class Testbed (96 points)

-  Darth Vader (com)  ( 36  points)
-  Strategic Adviser  ( 4  points)
-  Gunnery Chief Varnillian  ( 6  points)
-  Auxiliary Shields Team  ( 3  points)
-  Orbital Bombardment Particle Cannons  ( 5  points)
= 150 total ship cost


Arquitens-class Light Cruiser (54 points)
-  Centicore  ( 3  points)
-  Skilled First Officer  ( 1  points)
-  Reinforced Blast Doors  ( 5  points)
-  Enhanced Armament  ( 10  points)
= 73 total ship cost


Raider I-Class Corvette (44 points)
-  External Racks  ( 3  points)
= 47 total ship cost


Gozanti-class Cruisers (23 points)
-  Comms Net  ( 2  points)
= 25 total ship cost


Gozanti-class Cruisers (23 points)
-  Comms Net  ( 2  points)
= 25 total ship cost


1 Colonel Jendon ( 20 points)
1 Ciena Ree ( 17 points)
1 Maarek Stele ( 21 points)
1 Valen Rudor ( 13 points)
= 71 total squadron cost