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Microspace stats

PostPosted: Fri Nov 11, 2011 11:16 am
by Craigallot
Here you go Nata.

Immortal Terrorcharger Size 3 Mo: 5”

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A sleek, fast and heavily-armed ship with solid shields and effective anti-fighter defenses, it is difficult to destroy and capable of taking on just about anything.

Basis
Hull Ar: 5 5 SP
Bridge Ar: 5 3 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP.)
AI The ship’s AI has 1d6+1 skill.

Weapons
(1) Main plasma cannon Ra: 8”, fires straight UR: 4 Da: 2d6+2
(1) Wormhole projector Ra: 7”, fires straight UR: 4 On hit, target disappears and appears again in a point up to 4” away from it’s original position chosen by the controller.
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(2) Mk. 2 missile launchers Ra: N/A, 360° UR: 4
- Mk. 2 missiles Mo: 6” Da: 2d6/2” Homing.

Automated
(4) Anti-fighter turrets Ra: 2” UR: 2 Da: 1d6

Craft
Immortal bombers Mo: 5” Sk: 1d6+1 Ar: 2
- Bombs Ra: 2” UR: 3 Da: 1d6+1
Immortal fighters Mo: 6” Sk: 1d6+1 Ar: 2
- Lasercannon Ra: 2” UR: 2 Da: 1d6

Jaguar-class Dragonhead Size 3 Mo: 4”

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The Jaguar is an Elite version of the Dragonhead.

Basis
Hull Ar: 6 6 SP
Bridge Ar: 5 4 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP.)
AI The ship's AI has 1d6+1 skill

Weapons
(1) Twin Gilded Heavy Laser Cannons Ra: 8”, fires straight UR: 4 Da: 2x2d6+1
(3) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(1) Double Mk. 1 missile launcher Ra: N/A, 270° UR: 4
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.

Automated
(2) EMP Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.
(2) Autolaser batteries Ra: 6” UR: 3 Da: 1d6+2

Craft
4th gen Executioner bombercraft Mo: 5” Sk: 1d6 Ar: 3
- Bombs Ra: 2” UR: 3 Da: 1d6+1
4th gen Executioner fightercraft Mo: 6” Sk: 1d6 Ar: 3
- Lasercannon Ra: 2” UR: 2 Da: 1d6

Dragonhead Size 3 Mo: 3”

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Slow but sturdy and impossibly heavily-armed, the Dragonhead is a ship that has little to fear other than enemy ships that might be able to outmaneuver it.

Basis
Hull Ar: 5 6 SP
Bridge Ar: 5 4 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP.)
AI 1d6 skill

Weapons
(1) Twin Heavy Laser Cannon Ra: 8”, fires straight UR: 4 Da: 2x2d6
(3) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(1) Double Mk. 1 missile launcher Ra: N/A, 270° UR: 4
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.

Automated
(2) EMP Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.
(2) Autolaser batteries Ra: 6” UR: 3 Da: 1d6+2

Craft
4th gen Executioner bombercraft Mo: 5” Sk: 1d6 Ar: 3
- Bombs Ra: 2” UR: 3 Da: 1d6+1
4th gen Executioner fightercraft Mo: 6” Sk: 1d6 Ar: 3
- Lasercannon Ra: 2” UR: 2 Da: 1d6

Brittanian Mothership Size 3 Mo: 3”

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Though slow and slightly dated, a Brittanian Mothership still commands a lot of respect because of its sheer forward firepower. It's lack of maneuverability, turrets and limited point defense systems mean this ship typically is best off having a couple of sleeker escorts, which is also commonly the case.

Basis
Hull Ar: 6 5 SP
Bridge Ar: 5 3 SP
- Level 1 shield generator Adds 1d6 armour (until bridge falls to 1 SP.)
AI 1d6 skill

Weapons
(1) Main gun Ra: 8”, fires straight UR: 4 Da: 2d6
(1) Cannon battery Ra: 7”, fires straight UR: 4 Da: 4x1d6+1
(1) Twin bridge guns Ra: 7”, fires straight UR: 4 Da: 2x1d6+2
(1) Double Mk. 1 missile launcher Ra: N/A, 270° UR: 4
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.
(1) Mk. 2 missile launcher Ra: N/A, 180° UR: 4 Launches Mk. 2 missiles. Takes 1 round to reload.
- Mk. 2 missiles Mo: 6” Da: 2d6/2” Homing.

Automated
(2) Anti-fighter turrets Ra: 2” 180° UR: 2 Da: 1d6

Craft
Brittanian strike fighters Mo: 5” Sk: 1d6 Ar: 3
- Laser cannon Ra: 1” UR: 3 Da: 1d6

Mastercutor Size 3 Mo: 4”

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Built to see the Neo-Prussian Empire through the Immortal War, these fearsomely heavily-armed cruisers are equipped to counter just about any threat.

Basis
Hull Ar: 5 5 SP
Bridge Ar: 5 3 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP).
AI 1d6 skill

Weapons
(1) Anti-matter laser Ra: 8”, fires straight UR: 4 Da: 2d6 (+2 if it passes shields)
(1) Plasma Howitzer Ra: (skill), 180° UR: 5 Da: 2d6+2/2”
(1) Large turret Ra: 6”, 360° UR: 3 Da: 1d6+2
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.
(2) Mk. 2 missile launchers Ra: N/A, 180° UR: 4 Launches Mk. 2 missiles. Takes 1 round to reload.
- Mk. 2 missiles Mo: 6” Da: 2d6/2” Homing.

Automated
(5) Anti-fighter turrets Ra: 2” 180° UR: 2 Da: 1d6

Craft
Mk. 2 Mobhunter fightercraft Mo: 6” Sk: 1d6 Ar: 2 -1 to hit
- Twin lasercannons Ra: 2” UR: 2 Da: 2x1d6
- Torpedoes Ra: 2” UR: 3 Da: 1d6+1

Dominator Mk. 2 Size 2 Mo: 4”

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Dominators commonly don't dish out much damage themselves, but they can orchestrate the destruction of a larger ship with the use of their ion cannons, which can leave a ship crippled or unable to fight back when used correctly.

Basis
Hull Ar: 4 4 SP
Bridge Ar: 4 3 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP).
AI 1d6 skill

Weapons
(1) Ion Cannon Ra: 7”, fires straight UR: 3 Disables target enemy system for 1 round on hit.
(1) Twin photon cannon Ra: 7”, fires straight UR: 3 Da: 2x1d6+2
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6

Automated
(1) EMP Anti-fighter turret Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.
(1) Anti-fighter tower Ra: 3” 360° UR: 2 Da: 1d6+1

Craft
Mk. 2 Mobhunter fightercraft Mo: 6” Sk: 1d6 Ar: 2 -1 to hit
- Twin lasercannons Ra: 2” UR: 2 Da: 2x1d6
- Torpedoes Ra: 2” UR: 3 Da: 1d6+1

Eagle Mk. 3 Size 2 Mo: 5”

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A typical escort ship, the Eagle is most useful laying waste to enemy fighter formations or intercepting missiles while using her own speed to avoid damage.

Basis
Hull Ar: 4 4 SP
Bridge Ar: 4 3 SP
- Level 1 shield generator Adds 1d6 armour (until bridge falls to 1 SP).
AI 1d6 skill

Weapons
(1) Twin photon cannon Ra: 7”, fires straight UR: 3 Da: 2x1d6+2
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6


Automated
(2) EMP Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.
(1) Anti-fighter tower Ra: 3” 360° UR: 2 Da: 1d6+1

Craft
(1) Mk. 2 Mobhunter fightercraft Mo: 6” Sk: 1d6 Ar: 2 -1 to hit
- Twin lasercannons Ra: 2” UR: 2 Da: 2x1d6
- Torpedoes Ra: 2” UR: 3 Da: 1d6+1

Disruptor Mk. 1 Size 2 Mo: 5”

Image

An advanced defense-orientated escort ship mostly tasked with protecting other ships.

Basis
Hull Ar: 4 4 SP
Bridge Ar: 4 3 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP).
AI 1d6+1 skill

Weapons
(1) Warp Shield Generator Ra: 4", 360° UR: 4 Creates a 1x2 warp shield at a chosen location within range. The shield can take 1d6 damage.
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6

Automated
(2) Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6

Craft
None

Venus Size 3 Mo: 5”

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Boasting some of the best technology in the Brikverse, the Venus is built to endure and destroy.

Basis
Hull Ar: 5 5 SP
Bridge Ar: 5 3 SP
- Level 3 shield generator Adds 1d6+2 armour (until bridge falls to 1 SP).
AI 1d6+1 skill

Weapons
(1) Hyper phase cannon Ra: 8”, fires straight UR: 4 Da: 2d6+3
(2) Light super lasers Ra: 6”, 180° UR: 4 Da: 2d6+1
(1) Main turret Ra: 6”, 360° UR: 2 Da: 1d6
(4) Torpedo launchers Ra: N/A, 180° UR: 4
- Torpedoes Mo: 6” Da: 1d6+3/1” Take a turn to reload.

Automated
(3) EMP Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.

Craft
(4) Torpedo frigates Mo: 4” Sk: 1d6 Ar: 4 (+1d6) 2 SP
- Rail cannon Ra: 5” UR: 2 Da: 1d6+1
- Torpedoes Ra: 6” UR: 4 Da: 1d6+3/1” Take a turn to reload.

Brittanian Ironclad Size 2 Mo: 4”

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Somewhat dated and not particularly heavily-armed, Brittanian Ironclads are not exactly the best ships in the Brikverse but even so they are very useful in escorting the hulking Brittanian capital ships.

Basis
Hull Ar: 5 4 SP
Bridge Ar: 5 3 SP
- Level 1 shield generator Adds 1d6 armour (until bridge falls to 1 SP).
AI 1d6 skill

Weapons
(1) Twin laser cannon Ra: 7”, fires straight UR: 3 Da: 2x1d6+1
(1) Main turret Ra: 6”, 360° UR: 2 Da: 1d6
(1) Double Mk. 1 missile launcher Ra: N/A 360° UR: 4
- Mk. 1 missiles Mo: 6" Da: 1d6+3/1" Takes 1 round to reload.

Automated
(1) Anti-fighter turret Ra: 2” 360° UR: 2 Da: 1d6

Orbital Command Size 3 Mo: 1”

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A space station built to dominate the skies of the planet of Dios, it is still unfinished but already a great threat.

Basis
Body Ar: 5 5 SP
- Warp Shield Generator: Creates a banner impenetrable to damage around the command centre when attacked. It could also use this to protect allied ships from ground cannons, but in close proximity, against ships, it's only able to defend itself. Ra: 1d6" UR: 4 Effect: creates impenetrable 1x4 barrier in midair that lasts one round. Cannot be cast as reaction.
Repair bay: May restore 1 SP in 2 turns of time to a docked ship. Takes engineer's action.

Weapons
(1) Hyper phase turret Ra: 8”, fires straight UR: 4 Da: 2d6+1

Craft
(8) Assyrian strike fighters Mo: 6” Sk: 1d6+1 Ar: 2
- Lasercannons Ra: 2” UR: 2 Da: 1d6

PostPosted: Fri Nov 11, 2011 6:07 pm
by Robot Monkey
Hey, any chance you could direct me to the Brikspace rules, since I'm lazy-- er, I mean I need some clarification here.

PostPosted: Sat Nov 12, 2011 1:23 am
by Falk
Just google "Brikspace core rules" and you'll get TBD's, or go to the sign-up page for Operation Mastercutor

Re: Microspace stats

PostPosted: Sat Sep 01, 2012 2:21 pm
by Craigallot
Phew, I almost thought the forum had eaten this thread. I'm updating it right now in preparation for the Sky Runs Red fight. Nat if you still want to model your ship's stats after this I could lend you a hand.

Re: Microspace stats

PostPosted: Sun Sep 02, 2012 6:16 am
by Ben-Jammin
Bragallot wrote:Nat if you still want to model your ship's stats after this I could lend you a hand.


I smell a ban coming unless this gets fixed.

Re: Microspace stats

PostPosted: Sun Sep 02, 2012 7:22 am
by Falk
How do you calculate the ship's stats?

Ben-Jammin wrote:
Bragallot wrote:Nat if you still want to model your ship's stats after this I could lend you a hand.


I smell a ban coming unless this gets fixed.


That was before Natalya became a Ubermod.

Re: Microspace stats

PostPosted: Wed Sep 12, 2012 7:13 am
by Craigallot

**************************************

USER WAS BANNED FOR THIS POST

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I abbreviate everyone's names, BJ, it's a habit.

Examples:

Natalya = Nat (you wouldn't know why)
BFenix = BF
Zahru II = Zahru (even though no one uses the II :rtfm: )
The Shadowscythe = Scythe (even though everyone does this :rtfm: )
Mr Spindlesport = Spindle
Killer Karetsu = KK

and so on. The only names I write out full I can think of right now are Warhead and Apollyon.

Re: Microspace stats

PostPosted: Sat Sep 15, 2012 9:30 pm
by Natalya
You might think you're safe by posting this in here because I normally don't look in here, but I'll find your post eventually and I'll ban you if you call me that.

Re: Microspace stats

PostPosted: Sat Sep 15, 2012 10:09 pm
by Ham
:boss:

Re: Microspace stats

PostPosted: Sun Sep 16, 2012 3:22 am
by GeneralOfDeath
Natalya wrote:You might think you're safe by posting this in here because I normally don't look in here, but I'll find your post eventually and I'll ban you if you call me that.


In all seriousness, though, why do you have such an issue with abbreviating your name?

Re: Microspace stats

PostPosted: Sun Sep 16, 2012 4:45 am
by Craigallot
Natalya wrote:You might think you're safe by posting this in here because I normally don't look in here, but I'll find your post eventually and I'll ban you if you call me that.


I knew it would attract your attention eventually - that was the intent as you asked me to open this topic but never replied to it before! lol

Re: Microspace stats

PostPosted: Sun Sep 16, 2012 11:17 am
by Rev. Sylvanus
I abbreviate everyone's names, BJ, it's a habit.


*snicker*...you called Ben-Jammin "BJ"... :warhead:

Re: Microspace stats

PostPosted: Sun Sep 16, 2012 2:24 pm
by Natalya
Bragallot wrote:
Natalya wrote:You might think you're safe by posting this in here because I normally don't look in here, but I'll find your post eventually and I'll ban you if you call me that.


I knew it would attract your attention eventually - that was the intent as you asked me to open this topic but never replied to it before! lol


Do you want your old avatar back now?  I saved it to my computer in case you lost it.

Re: Microspace stats

PostPosted: Sun Sep 16, 2012 2:36 pm
by GeneralOfDeath
Rev. Sylvanus wrote:
I abbreviate everyone's names, BJ, it's a habit.


*snicker*...you called Ben-Jammin "BJ"... :warhead:


Image

Captain BJ Hunnicut of the MASH 4077

Re: Microspace stats

PostPosted: Sun Sep 16, 2012 4:18 pm
by Craigallot
Natalya wrote:
Bragallot wrote:
Natalya wrote:You might think you're safe by posting this in here because I normally don't look in here, but I'll find your post eventually and I'll ban you if you call me that.


I knew it would attract your attention eventually - that was the intent as you asked me to open this topic but never replied to it before! lol


Do you want your old avatar back now?  I saved it to my computer in case you lost it.


Yes please.