minifigure space (like micro space but far more expensive)

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

Moderators: warman45, Rev. Sylvanus

what part should i work on makeing?

weapons and weapon size limits
2
11%
fighters, swarmers and shuttles.
2
11%
docking
2
11%
command decks
1
6%
engines
1
6%
ship to ship combat
7
39%
other?
3
17%
 
Total votes: 18

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Bluehawk2000
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Post by Bluehawk2000 » Sat Aug 08, 2009 12:45 am

We might also wnat to think about dedicated boarding craft. Two types come to mind, both are from the Halo games. The first one just docks with airlocks and escape pod ports. The other kind that comes to mind just bores through the hull with a tube that the boarding party then uses to enter.

Other types of boarding would be between two full size ships. To do this the ship would have to disable the other ship in some way if its similar in size or bigger, as it would be slower and unable to catch the other ship or it could still fight back with its external weapons. If it is the same size or a little bigger it could shoot the engines and weapons, or it could carry some form of disabling weapon (like the ion cannon in Star Wars). If the ship is big enough it could use a tractor beam to captcher the other ship.

Edit:
Strana wrote:I think were over naming things its just I nice backround for bragging, be cause bragging can be awesome. currently were trying to move on to shield/armor systems large ship docking, boarding etc
Isn't that the what the majority of the Brikwars rulebook is, <a href='http://tinyurl.com/y42zurt'>alot</a> of extra stuff for bragging rights because it looks <a href='http://tinyurl.com/y42zurt'>alot</a> better to have <a href='http://tinyurl.com/y42zurt'>alot</a> of useless rule that a few simple ones? I seem to remember that being said in the rulebook.
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Strana
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Post by Strana » Sat Aug 08, 2009 5:20 pm

hence my point
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birdman
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Post by birdman » Sat Aug 08, 2009 5:30 pm

Or you could just destroy the other ship, like a man.
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muffinman42
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Post by muffinman42 » Mon Aug 17, 2009 4:08 pm

ok, after a nice(ish) holiday (with out internet) im back, and all im gonna say is: im gonna put this down for a bit, all it boils down to is applying brikwars rules and sorting out ship classes.
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Strana
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Post by Strana » Wed Aug 26, 2009 2:05 am

the only new thing i came up with recently that hasnt been published before is this. for large space ships, ie space ships over 1 foot long i use an alternative cp calculating system for establishing movement, it is speed you want devided by 30, times your ships basic cp value ie a 30" ship that is structure level 2 is 60 cp base value then adds another 60 cp for 30" of movement, basically this allows for a sliding scale ie to push your ship around every ship is then governed by how large and heavy they are.
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warman45
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Post by warman45 » Tue Sep 01, 2009 11:20 pm

honestly assigning hp to a ship the size of most battlefields is stupid.

the ship should have armour and some sort of rule to determin where the attacker hit. then figure out the rough path of the projectile through the ship and anything in its way is hit.

example: a land based mega cannon fires at a ship. the projectile heads straight into the armour. the number is rolled to see if armour saves it. armour fails. using a string or something the players determin the gun hit the ships weapons locker and roll to see if the ships ammo blew up. luckilly it did not

alternative 2: the projectile hit the right engine. there are three engines and one is down so the ship is limited to 1/3 speed

as well ships should be required to speed up and slow down. after all your moving 2 city blocks it isn't like turning on a motorcycle it takes time.
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Strana
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Post by Strana » Wed Sep 02, 2009 9:57 am

that would be cool, but at times i had 30+ weapons targeting a ship, and it would be cool to modifie the movement but for now ill leave as is.
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warman45
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Post by warman45 » Thu Sep 03, 2009 5:23 pm

2 things. 1 you can geuss where the weapon is firing.

2 i noticed you guys use incredible complicated rules to calculate the simplest of tasks, yet you still choose to measure projectile weapons attack using its length.

seeing as ships use guns that are so long i propose that the mass based weapons (guns) on a ship measure damage based on caliber (the hole the bullet comes out of.

in this case you might just want to measure the hole diameter instead of screwing with tiny holes.

example you measure a barrel that is 2mm diameter so the attack is X
you measure a barrel that is 4mm diameter so the attack is 2X

(im canadian so i use mm but if you want to make the measurements in the thickness of theose flat bricks than thats cool too.)
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