"Commander. I hope your men are well-prepared. Today's mission won't be slaughtering pwnies. And look: even my guests made it in time."
Commander: "Duchess! You're alive! And... a Brittanian?!"
"It's amazing what can be achieved with Demon Magic- *cough* Immortal Technology and a good number of sacrifices. Duchess Angelica will take the traitor Duke Felipe's place. With that matter solved, we can look ahead again. Sir Rolys is here to support us: I'll need all the expendable pawns- I mean co-workers I can get my hands on."
"We thought the Prussians were able to land their forces unnoticed because the Midnight had been infiltrated, but it's worse, far worse. Look."
They've established a full space station above Dios and are in league with a force of Assyrians. The space station kept the ships around it cloaked and made it seem like the Midnight was still in orbit, but it wasn't too difficult to find them once we knew they were there. The Midnight's crew must have betrayed you for this to be able to happen unnoticed. I've already ordered your ground-to-air batteries to start an assault, but the space station's defenses are impregnable at this range, and it even shields its escorts from damage. Our only chance is to take them out with a naval assault, close and personal."
"Since the Space Station's shields may very well be impregnable, our only hope of taking it out will be to land you and your men on it and destroy it from the inside."
Commander: "That sounds like a suicide mission!"
"Your point?"
"..."
The place must be crawling with those mutants we faced earlier, so I will be personally accompanying your squad. My lieutenant can take care of my ship."
"The Space Station's defenses are not completely finished yet, and we must keep it that way. Once its offensive capabilities are finished it'll have the power to assert Anti-Immortal domination over your entire home planet. As of now it has only one hyper phase cannon. My own battleship and the Brittanians will attack them from the side it's on to distract them..."
"... while your Dragonhead cruisers will attack from the other direction. A Jaguar-class will carry your squad and will have to be brought close enough to the Space Station for your men to board it. And remember, we can only destroy the Space Station from the inside, so the fate of this mission rests on you, commander. Even if we destroy the fleet guarding it, we'll only have a limited amount of time until the space station destroys us all."
Available factions:
Prussians ships
Disruptor - Predator
Dominator - me
Eagle - Ex-Bajir
Mastercutor - theblackdog
Assyrians - Natalya
There's a Venus, four frigates and the Space Station.
Inquistadores
Santa Espada - Gorono
Duchess Angelica's Jaguar (middle) - Thesson
Inquisitor Alonso's Dragonhead - Silent-Sigfig
The Darkstar II - Cytheran
Sir Rolys' 'Francis Drake' - Spindle
Ironclad Gunboat (bottom) - Silverdream
Commando Squad - will start their mission once / if the Jaguar manages to drop them onto the Space Station.
Sharane Darkstar - NPC
Commander - Thesson
CC Specialist - lawmaster
Berserker - Zuppon
Engineer - Falk
Flamer - Silverdream
Psi ops - Warhead
Assassin - Kalvinator
Riot Trooper - Scratch
Pilot - Chinook
Stats will be sent, and you can send orders once you see SEND ORDERS in the topic title.
My microspace rules:
The core of what you need to know to play.
Pilot crews
The pilots and captain of your ship play an active role. Each ship has 2 pilots and 1 captain. They each have 1 action they can use towards operating the ship's weapons or systems. Their skill is rolled against the UR of the weapon / system. A pilot can only shoot 1 weapon type, but he can shoot every weapon of that type the ship has at one target (so he could fire all 4 small turrets with 1 action but not fire both a small turret as well as a rocket launcher with his 1 action). The same weapon can only be fired once each round, but there is no limit on system usage (so all pilots could for example try to increase shield output at the same time).
Possible captain / pilot actions (effects last a round):
- Increase movement output (+1” move) UR: 4
- Increase shield output (+1 to shield) UR: 4
- Increase weapon output (+1 damage) UR: 4
- Increase targeting systems (+1 accuracy) UR: 4
- Use weapon (UR / effects differ)
- Commence boarding (no UR)
Automatic weapons
Some weapons are AI-controlled and will automatically fire, but you can also command them to fire on different targets for free. The skill of the AI is rolled against the UR of the automatic weapon system. The skill of the AI depends on your ship.
[url=http://www.brikwars.com/forums/viewtopic.php?f=6&t=8598]Ship stats[/u]
Quick order template:
Title: Round + ship / hero / whatever
Using systems: which pilot does what other than firing.
Automatic systems: they will always automatically shoot the nearest enemy vessel in range, but you could also specify targets.
Heroic feat: optional, but encouraged
Movement: where does your ship go, how does it turn, if it does.
Attacks: which pilot fires which weapon at which part of the enemy ship or possible boarding actions.
Example
Title: Round 4 Captain Hook
Using systems: Slimy Pete attempts to increase movement output.
Automatic systems: My ship's anti-fighter turrets and tower should fire on the enemy bombercraft.
Heroic feat: Captain Hook shouts some 'your momma is so fat...' jokes across the comlink to Peter Pan to make him cry and decrease his skill by -1 for the round.
Movement: My ship moves up beside Peter Pan's.
Shooting: Ugly Joe fires the harpoons at one of Peter Pan's turrets. Captain Hook orders to board the ship. He joins the attack but leaves Slimy Pete and Ugly Joe to steer the ship. Once inside slaughter them all and snuggle their moms. It's the only way to be sure.
Extra
The details of how everything works.
Movement: The basic movement your ship has is free. Just keep in mind turning your ship also costs inches. The ‘inch cost’ is simply the distance the ship has to turn measured from the nose away to the nose's new position. Keep in mind this means larger ships will have more difficulties turning quickly.
Movement mods (for attacker’s skill rolls)
3”: +1
4”: no mod
5”: -1
(and so on)
Slowing down: A ship always has to move at at least half the speed it was moving it's last turn.
Movement indicators: I’ll keep track of the speed at which something is moving by the number of bricks I’ll put behind it. 1” is indicated by 1 stud.
Size mods
Size 1 (all fightercraft and ship’s weapons): -1”
Size 2 (gunboats / frigates): no mod
Size 3 (cruisers) +1
Destroying weapons: You can order your crew to aim at enemy ships' weapons at the cost of +1 UR (since weapons are size 1). Weapons have only 1 SP. Their armour is the ship’s armour minus 1. In the event of a weapon being destroyed the hull is damaged by the resulting 1d6 explosion + eventual plowthrough damage. An area of effect attack may damage the hull and the weapons simultaneously.
Nearmiss: Unless you miss really badly a missed attack against fe a turret will probably still hit the hull of a ship.
Firing angles: some weapons only shoot in a straight line, others have a wider range. This’ll always be specified in the weapon’s stats.
Firing missiles: Missiles are homing and continue moving towards their target after they are fired. If you skillfail they will fly the amount of points you skillfailed off course before readjusting the next round. They can only adjust 1” for every 2” distance crossed and if they pass their target they won’t come around again. On a 1 they explode prematurely and damage your ship.
Boarding: If your ship or boarding pod gets as close as 1" or less to an enemy ship you can board it. For ships this requires an action. Once boarding is initiated, both ship's marines will immediately start fighting. The attacker and defender will have to specify whether they want their captains and / or pilots to leave the bridge to join the fight. Attention: the ship becomes uncontrolable if they leave the bridge. If all defending marines are dead the captain / pilots are forced to leave the bridge and join the fight.
Ramming: Ramming / crashing damage is calculated as follows: Armour of ramming ship + speed +- opposing speed + size + shields + SP (when the order is to kamikaze rather than ram the ramming ship's remaining SP are added at the cost of the ramming ship being destroyed automatically)
Neo-Prussia
Himmelsjäger Mo: 7” Sk: 2d6 Ar: 8 Heroic Feat, Farce-wielder 2 HP
- Beamsabre UR: 4 Da: 1d6+3 May parry energy rounds
- Lasershield UR: 2 Pa: 1d6 May parry energy rounds
Lieutenant Mo: 6” Sk: 1d6+2 Ar: 6 Heroic Feat
- - Zerreiser Ra: 10” UR: 4 Da: 2d6+1/1”
Wolves Mo: 5” Sk: 1d6 Ar: 5
- Zerreiser Ra: 10” UR: 4 Da: 2d6+1
- Panzerfaust Ra: 10” UR: 5 Da: 2d6+2/1”
Jaeger Mutant
Marine Mutant Mo: 6” Sk: 1d6+1 Ar: 6
- Sabre UR: 2 Da: 1d6+1
- SMG Ra: 6” UR: 4 Da: 1d6+3
Ripperbot Mo: 5” Sk: 1d6 Ar: 5 Skeletal -1 to hit
- Claws UR: 2 Da: 1d6+1
Inquistadores
Angelica Mo: 8” Sk: 2d6+1 Ar: 7 Heroic Feat, 2 HP
- Nova Sword UR: 5 Da: 3d6 May parry anything
- Lasershield UR: 2 Pa: 1d6 May parry energy rounds
Inquisitor Mo: 7” Sk: 2d6 Ar: 8 Heroic Feat, 2 HP
- Stun Blaster UR: 2 Da: 1d6+1 May be set to stun
- Sabre UR: 2 Da: 1d6+1
Marines Mo: 5” Sk: 1d6+1 Ar: 6
- Minigun Ra: 7” UR: 5 Da: 1d6+3/2”
- Chainsaw UR: 3 Da: 1d6+3
Pilots Mo: 4” Sk: 1d6 Ar: 6
- Chainsaw UR: 3 Da: 1d6+3
Heavy Mo: 4” Sk: 1d6 Ar: 7
- Minigun Ra: 7” UR: 5 Da: 1d6+3/2”
Immortals
Sharane
Lieutenant Mo: 7” Sk: 2d6 Ar: 7 Heroic Feat, Farce-wielder, Dodge 2 HP
- Powerblade UR: 4 Da: 2d6
- Energy shield UR: 3 Pa: 1d6+1 Deflects energy round if parry > damage
Terrorkhan Mo: 4” (10” with jetpack) Sk: 2d6 Ar: 7 Special: Unknown
Assyrians
Captain Mo: 7” Sk: 2d6 Ar: 8 Heroic Feat, 2 HP
- BFG Ra: 10” UR: 4 Da: 2d6+1
Plasma round Ra: 10” UR: 5 Da: 2d6+2/1”
Elite Mo: 6” Sk: 1d6+1 Ar: 6
- BFG Ra: 10” UR: 4 Da: 2d6+1
- Plasma round Ra: 10” UR: 5 Da: 2d6+2/1”
Engineer Mo: 5” Ar: 5 Sk: 1d6
- BFG Ra: 10” UR: 4 Da: 2d6+1
- Plasma round Ra: 10” UR: 5 Da: 2d6+2/1”
Brittanians
Sir Rolys Mo: 7” Sk: 2d6 Ar: 8 Heroic Feat, 2 HP
- Minigun Ra: 7” UR: 5 Da: 1d6+3/2”
- Chainsaw UR: 3 Da: 1d6+3
Francis Mo: 6” Sk: 1d6+1 Ar: 6 Heroic Feat
- Minigun Ra: 7” UR: 5 Da: 1d6+3/2”
- Chainsaw UR: 3 Da: 1d6+3
Guardsmen Mo: 4” Sk: 1d6 Ar: 6
- Long rifle Ra: 10” UR: 4 Da: 1d6+2
- Bayonet UR: 3 Da: 1d6+2
Rogue Mo: 5” Sk: 1d6+1 Ar: 5
- Heavy laser Ra: 10” UR: 4 Da: 2d6
All-Rounder Mo: 6” Sk: 1d6+2 Ar: 6 *Cyborg Reflexes **Cybernetic implants
- Cricket bat UR: 4 Da: 2d6
- Shield UR: 2 Pa: 1d6 Parries energy rounds
* +1 when parrying
** May use 2 Angry Inches
Sniper Mo: 6” Sk: 1d6+1 Ar: 4
- Sniper rifle Ra: 15" UR: 4 Da: 1d6+2 (Headshot: +1 damage at the cost of +1 UR)
Turn Order / Crews
Ship / Captain / pilots / marines
Alonso -Inquisitor Alonso, 2 pilots, 2 heavies
Venus - Captain, 2 elites, 3 ripperbots Space Station - Engineer
Santa Espada - Inquisitor, 2 pilots, 2 heavies
Disruptor - Lieutenant, 2 wolves, 2 marines
Darkstar - Lieutenant, 2 Terrorkhan, 1 sniper, 1 all-rounder
Dominator - Himmelsjäger, 2 Wolves, 2 Marines
Ironclad Francis , 2 Rogues, 2 All-rounders
Eagle Himmelsjäger, 2 Wolves, 2 Marines
Brittanian Mothership Sir Rolys, 2 Guardsmen, 2 Guardsmen
Mastercutor Himmelsjäger, 2 Wolves, 2 Marines
Jaguar Angelica, 2 marines, 3 marines
Craft
Alonso 4 executioner-fighters
Space station 8 Assyrian strike fighters, 4 Mercuries
Santa Espada 4 executioner-fighters
Disruptor none
Darkstar 4 immortal fighters
Dominator 2 mobhunters
Ironclad none
Eagle 1 mobhunter
Francis Drake 6 Brittanian strike fighters
Mastercutor 4 mobhunters
Jaguar 4 executioner-fighters
Commander Mo: 5” Sk: 1d6+2 Ar: 8 Heroic feat
- Nova Claymore UR: 5 Da: 3d6 May parry anything
- Scanner UR: 4 May spot enemies in 2d6” range (uses action)
CC Specialist Mo: 5” Sk: 1d6+2 Ar: 8 Double-wielding
- Powerblades UR: 4 Da: 1d6+3
Berserker Mo: 5” Sk: 1d6+2 Ar: 8 Berserk*
- OTC staff UR: 5 Da: 3d6 (Counts as 2 OTC’s)
- * May attack once more after succesful kill.
Engineer Mo: 6” Sk: 1d6+2 Ar: 7 Engineer*, Demolitions expert**
- Plasmazooka Ra: 10” UR: 5 Da: 2d6+2/2”
* May attempt to repair / enhance / alter vehicles / systems. Costs action.
** May attempt to plant / create all manners of explosives. Costs action.
Flamer Mo: 6” Sk: 1d6+2 Ar: 7 Flamer*
- Flamethrower Ra: 5" UR: 5 Da: 2d6/2"
* May attempt to flame people to cause them to cry. Crying minifigs suffer the same effects as Disrupted ones.
Psi ops Mo: 5” Sk: 1d6+2 Ar: 7 Psi-ops ability*
* Can use his skill to use his psi-powers. Succes depends on roll / difficulty.
Assassin Mo: 7” Sk: 1d6+2 Ar: 6 Stealth*
- Sniper rifle Ra: 15" UR: 4 Da: 1d6+2 (Headshot: +1 damage at the cost of +1 UR)
- * Uses skill vs. enemies’ skill to remain hidden. Negative mods are moving fast (-1 per 1” of movement above 5”), proximity of enemy (-1 per 1” of proximity closer than 4”), LOS (-1 if he’s in an enemy’s LOS) and attacking (-1” when trying to attack). Enemies can attempt to spot the Assassin every time he moves, attacks, or when he gets in their LOS.
Riot Trooper Mo: 5” Sk: 1d6+2 Ar: 8 Riot training*
- *+1 POP and MOM
- Shield UR: 2 Pa: 1d6
- Shotgun Ra: 6” UR: 4 Da: 2d6
Pilot Mo: 5” Sk: 1d6+1 Ar: 6 Pilot*
- * May operate machinery / systems without skill penalty
Hyena Frame
Size 3
Move: 5"
15 Armour, 3 SP
Lasertwin Ra: 10" UR: 4 Da: (2x)2d6+1
Burst rockets Ra: 10" UR: 4 Da: 1d6+3/1"
You're a powerful band of mini's but don't get too cocky, the mortality rate of this mission has been rated pretty high