BrikSpace Second Edition

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

Moderators: Rev. Sylvanus, warman45

Postby Olothontor » Mon Jul 26, 2010 10:05 am

Finally, a hint of progress. Added in Massive ship weapons, and noted that they may only be equipped on Dreadnought or Battleship class ships.

Also added in Missile Delivery systems. No missiles as of yet, but the Special Rules under this might interest you... anyway, as usual, updates are in orange. Post comments, complaints, and suggestions, etc.
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Postby halo 3000 » Mon Jul 26, 2010 9:10 pm

Hey Olothontor! I'd be glad to help out with whatever. I've since destroyed my fleet though.

EDIT: No impact batteries? those were my favorite part!
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Postby The Shadowscythe » Tue Jul 27, 2010 12:55 am

As a quick note, there doesn't seem to be any difference in the missiles other than their size for the moment - are you planning to add a blast radius to each missile type? are the anti-fighter missiles making a return? and what about the other specialist types?
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Postby MasterEcabob » Tue Jul 27, 2010 2:26 am

Holy Crap Olothontor, 2.0 is freaking SLEEK!  I love how you simplified weapon accuracy and damage and how you made flagships and missile barges upgrades!

I doubt I'll be much help testing this (as my fleets are all scrap now) but I'm still interested in seeing where this goes.  Good luck buddy.
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Postby Olothontor » Tue Jul 27, 2010 8:11 am

Glad you like it! Thanks for the props.
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Postby halo 3000 » Wed Jul 28, 2010 2:45 am

Just got an idea for a new ship class

Corvette: The ship has been equipped with state of the art point defense computers, meant for taking down missiles and strike craft.
- Cost: 10 Fleet Points (in addition to the FP cost of the ship itself)
- Requirements: Must be a frigate, and must be equipped with the point track target systems upgrade.  .
- Bonuses:
                     Point defense system: adds +2 to accuracy



also, do all laser cannons have the same accuracy regardless of size?
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Postby warman45 » Fri Sep 03, 2010 1:03 pm

i think it was great up untill i got to combat....

hey i came up with 2 cool ideas.

scale lvl, and tech lvl. there just simple modifiers.

increasing scale level will multiply the number of spots on you're ship, but will cost an extra 10*Multiple level CP's, for example...

a scale level 1.5 cruiser would cost an extra 15 cp's, and you would of course still need to buy the weapons and equipment for the slots.

increasing tech level increases the damage done by weapon's and the deffense provided by armour, but also increases the cost of all items.

scale level 0.5 tech would do half damage and provide half the armour of normal tech level, but everything would be half price.
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Postby Olothontor » Wed Mar 16, 2011 8:40 am

Hey guys. :necro:. I'm coming back to Second Edition soon, in preparation for an upcoming Forum Battle (either that or a straight up Battle Report).

Either way, this means I need to add Boarding rules, first and foremost, and afterwords I'll get back on-track with the REST of the ruleset, and fix all of the various... issues.

Any ideas to throw out there regarding potential boarding rules?
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Postby Warhead » Wed Mar 16, 2011 4:53 pm

On the matter of initiative boarders should always have the first turns initiative as the defenders never know where the attack will materialise/land.
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Postby GeneralOfDeath » Wed Mar 16, 2011 5:45 pm

Just took a look, and YAY, you got dsetroyer/cruiser sizes right!
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Postby Ross_Varn » Wed Mar 16, 2011 11:40 pm

This was from Beluga's FB after my 50+ Nyph strike force teleported on board the Assyrian Cruiser and forced them to self-destruct.

Proposition- the Boarding Party's strength is marked by remaining troopers divided by 5. Each stud of opposition is rolled off in combat, 1d6 vs 1d6+[remaining Strength]. As the Party nears the bridge or other critical installations, the defender's roll gets more powerful. The Boarding Party can disable critical systems once they reach them.
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Postby Olothontor » Thu Mar 17, 2011 4:37 am

While that's a nice set of rules, it's tough to implement without straight-up building the entire interior of the ship.

I might modify that a bit, though, and playtest it to see where it goes. I may also mash it up with traditional Brikwars rules, so that the boarding battles are fiercer and much more awesome (along with some sidenotes that demystify turn order in terms of both space and boarding battles). The initiative stuff sounds good, Warhead.
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Postby Ross_Varn » Thu Mar 17, 2011 8:59 am

Ah, I forgot- the Boarding Party's stud is on the outside of the ship. But yeah, it needs playtesting.
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Postby Olothontor » Fri Mar 18, 2011 8:40 am

Step 1 of the latest revamp process: Reworking Missile Delivery Package prices. They're utterly under-priced (6cp gets you, under the older rules, two nukes. Just for example).

EDIT (after much deliberation): Right, the new prices...

Code: Select all
AccR: N/A

Small:

    - Cost: 8 Cp

    - Missile Slots: 4

    - DaR: As determined by the missiles

Medium:

    - Cost: 12 Cp

    - Missile Slots: 8

    - DaR: As determined by the missiles

Large:

    - Cost: 16 Cp

    - Missile Slots: 12

    - DaR: As determined by the missiles

Massive:

    - Cost: 20 Cp

    - Missile Slots: 16

    - DaR: As determined by the missiles.


I'm also porting over the vast majority of the missiles from BrikSpace v1-1.5, so feel free to bitch about any of those that previously had issues attached to them. I may not remember all of the problems. I'll take a look tonight/tomorrow morning at the old suggestions for new missiles and see if any of them make the cut.

Please comment and critique, your feedback makes a difference.

P.S. Also reworked the way attaching Classes to ships works slightly, and reworked the FP costs for said Classes.
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