Welcome to MasterEcabob’s Brikspace Rules! Yes, I realize that Brikspace is a highly divisive topic, and that this is just another in a sea of rule lists. Nevertheless, I am going ahead with this, whether anyone listens or not.
Acknowledgements: I couldn’t have gotten here without the help of Olothontor, Kidko, and Halo3000. They helped get me into brikspace and provided some useful brainstorming and feedback. Thanks guys!
In this brikwars supplement, you will create massive space fleets to do battle against each other! Just like brikwars, two (or more) players take turns beating the crap out of the other side. Ships are completely customizable, with a slew of components to choose from, making every fleet completely unique!
The Player Turn: During the player turn, each ship moves its designated movement distance and then gets to fire off all of their weapons at the other ship. If a ship is equipped with a warp drive, they can skip the movement phase and prep their engine instead. In addition to firing weapons, a ship can activate its different components or launch any starfighters it might be carrying aboard. Once every ship has exhausted all its resources, it’s the other player’s turn, and he gets to do the same thing. This continues until one fleet is victorious, or, even better, everyone is completely annihilated!
Combat: BrikSpace is a game of epic space combat, and of massive explosions, hulls ripping apart, guns blazing, and all that jazz. This section will show you how you and your group of friends can do the same.
Brikspace combat, much like Brikwarsian combat, is divided into three main types. Structural, component, and ramming.
Structural damage can destroy the very ship itself! Each ship has a set number of structure levels either determined by their armor or by the player which basically serve as HP. Nothing much happens when a single structure level is destroyed, but when all of a ship’s structure levels are done for, the ship EXPLODES in a satisfying fireball of debris!
Component damage, on the other hand, can be used to destroy the individual parts of a ship. While this will not destroy a ship as structural damage will, it CAN soften a ship up for such an attack, or leave it a defenseless, floating hull in space. Players using component damage will have an easier time getting through the armor than those who use structural damage.
Ram damage occurs when a player crashes his ship into another player's ship, causing damage to both ships. This is slightly more complicated than the other types of damage, but is far more devastating. When this happens, both ships roll their armor ratings to see who comes out on top. After both ships have rolled and added bonuses from ramming pylons, the ramming ship gets a +1 bonus for each inch they traveled this turn. After adding all this up, the ship with the highest roll continues on unhampered, while the loosing ship is destroyed. However, if the ship ramming is smaller than the ship they are ramming, they are destroyed along with the other ship if they overcome the other ship’s roll.
Note: Starfighters do not get to roll their armor rating, but they do get the +1 bonus for each inch traveled.
After deciding which type of damage you want to inflict, you will need to see if the attack even hits. To do this, you have to figure out the other ship's agility rating. Here comes the somewhat complicated part, you have to do a bit of math.
Agility Formula: 15-length in inches
Once you've used this formula to determine a ship's agility rating, you roll your weapon's accuracy against it. If you meet their agility, its a hit! Now you get to see just how badly you crippled their ship by rolling damage. Roll the number and calibre of dice indicated by the weapon's damage rating. If the result exceeds the target’s armor roll, you have successfully damaged the ship. This continues until either your ship or the opponents ship is destroyed.
Also, if you find it hard to damage other ships with your smaller weapons, you can combine fire! As long as the weapons are the same type (or size) you can combine their damage. To do this, you roll once for accuracy if the combined attack hits, you do the total amount of damage, creating a whole which is far more satisfying than the sum of its parts.
This also applies to ramming; if two ships collide into an enemy ship at the same time, you get to double the damage you do!
And that’s the basics of brikspace combat. Now on to the specifics:
Patrol Ship Class
These are the cheap, small, more or less basic ships that form the basis of your fleet. As they are smaller than all the other ships, they are faster and harder to hit. While this does give them some advantages, they do not have much in the way of armor, and usually die in a few hits. Ships in this category are generally 3-6” and have room for 5 components. Examples: frigates, cruisers, and freighters.
Capital Ship Class
Ships in this class are bigger and better armed than their patrol class counterparts, and are an indispensable part of any serious battle fleet. While they may not be as fast or as agile as patrol ships, they also pack a considerate amount of firepower and durability. Ships in this class are generally 6-8” and have room for 10 components. Examples: missile barges, carriers, and destroyers.
Command Ship Class
The massive powerful titans of this class don’t joke around. As the name would suggest, these war machines are the heart of your fleet, the best of the best. Brisling bow to stern with laser cannons, missile ports, and cargo bays, these behemoths have the capabilities to go toe to toe with full battle fleets. Ships in this class are generally anything bigger than 8” and have room for 15 components. Examples: dreadnaughts, flagships, and space stations.
Your ship isn’t going anywhere without some sort of outrageously large engine strapped on its back! Each and every ship gets a “base” engine which can propel them so far. Having the least amount of mass, patrol ships have the fastest base engine while command ships have the slowest base engine. To determine how much you move, you simply measure the distance from point A to point B. Of course, you don’t need to move your entire amount of inches, just don’t move more than it!
And if the base engines don’t satisfy your ship’s need to speed, they can also invest in advanced engines. Or if you’re more strategically minded, you can even get warp engines, which, after being prepped for a turn, allow you and any other ship within a 4” radius to travel vast distances in the blink of an eye! But remember, they count as components, so don’t waste them!
Engine Movement Rates:
Patrol Class Base Engine: 6”
Capital Class Base Engine: 4”
Command Class Base Engine: 2”
Patrol Class Advanced Engine: 8”
Capital Class Advanced Engine: 6”
Command Class Advanced Engine: 4”
Patrol Class Warp Engine: 8” warp
Capitol Class Warp Engine: 8” warp
Command Class Warp Engine: 8” warp
Ah weapons, what would a game be without them? As this game is called brikSPACE, the weapons you find here will naturally include things like laser cannons, torpedoes, and missiles as opposed to swords and dynamite. And, since we are in space, weapon range doesn’t matter. That’s right, any weapon, unless otherwise stated, can hit any other ship, even if said ship is 258” away. Keep in mind that each weapon found here counts as a component, and thus can be destroyed by your opponent!
Lasers, the staple of anything and everything sci-fi. Like french fries, lasers come in three different sizes, small medium and large. As you would guess, bigger lasers do more damage, but are also less accurate. Small lasers, on the other hand, are weak but accurate and work best in groups. Anyway, on to the stats
Small Laser Cannon – 1d6 Damage (Accuracy: 4d6)
Medium Laser Cannon – 2d6 Damage (Accuracy: 3d6)
Large Lasers Cannon – 4d6 Damage (Accuracy 2d6)
Long-range heavy duty projectiles which serve multiple purposes and generally deal unbelievable amounts of damage. Unfortunately, unlike their counterparts, missiles are all single use. After you fire off a missile, it’s gone. To combat this, you get a special discount on missiles. Instead of spending valuable space for each missile, you get them in a four for one deal called a missile package.
A note on Missiles in combat: Missiles, once fired, require pips, so that one can keep track of in play missiles. Each missile moves in a STRAIGHT line from the ship to the point designated by the player, with a move of 8" a turn. If debris (or another ship) moves within that line, the missile detonates prematurely against whatever is blocking its route. When a missile finally strikes the target, it automatically hits and does damage, skipping the Accuracy/Agility roll completely.
Just like anything else, missiles can be destroyed. However, with a godly 16 agility, you’ll have to rely on some of the specialty weapons if you want to take these bad boys out.
Light Missile – Your basic missile. It comes with a damage rating of 4d6.
Seeking Missile – A weak guided missile that homes in on a target and moves in an irregular path that takes it around obstacles and towards the target. It does 3d6 damage.
Shrapnel Missile - An unguided missile that explodes in a large amount of explosive shrapnel. Basically the missile version of a burst cannon, these hit anything within a 3” radius and does 2d6 damage to anything that rolls a 4 or higher on a 1d6.
Nebula Missile - creates a hazy, shifting cloud at a designated target when released, providing cover (counting as Difficult Debris for the purposes of cover bonuses).
Nuclear Sub-Space Missile: Every ship is only allowed one, and it must be bought separately from the missile package. However, it is well worth the space because it has a Damage rating of 3d10 and a blast radius of 6".
Okay okay, so these stretch the line of weapons a bit. However, just like weapons, these each take up space, so it is fitting to place them here. Anyway, starfighters are smaller ships that move of their own accord. However, they must be stored within bigger ships, and go down with a single hit. Weak on their own, they can be very effective and deadly in a squadron.
Bomber – These sluggish clunkers have strong armor and can carry two missiles not counting nukes. However, there devastating fire power and low agility rating make them perfect targets for enemy ships, so make sure they’re well defended! Speed: 4” Agility: 10 Armor: 1d6+2
Fighter – These are the base starfighter, and such are more or less well rounded. They are difficult to hit, more difficult to kill, and are armed with a laser cannon. Speed: 6” Agility: 12 Armor: 1d6
Interceptor – Screaming metal death traps, these starfighters are for suicidal need-for-speed pilots only. As fragile as they are fast, these kings of dogfighting come with a laser cannon. Speed: 8” Agility: 14 Armor: 1d6-2
Burst cannons, defense batteries, and everything else under the sun can be found here.
Burst Cannon – These inaccurate cannons spray hot lead in a wide arc, targeting any ship within a 3” radius. Instead of the usual accuracy vs. agility roll, you roll 1d6 for each target, and any target that gets a 4 or higher takes 2d6 damage.
Impact Batteries – Best utilized at close range, these powerful hull-piercing cannons automatically hit any ship within 6” and deals 1d10 damage. If the poor bastard happens to be within 3” of these guns, they take a crippling 2d10 damage.
Defense Batteries – Great at keeping fighters and missiles at bay, these cannons actually have an accuracy system, but with a twist. Instead of having to roll higher than the other ship’s agility, they have to roll lower. With 4d6 accuracy and 2d6 damage, these are feared by fighter and patrol ship alike!
Ramming Pylons – These are just what you need to give your ship an edge when it comes to ramming! With a +2 bonus for ramming other ships and for being rammed, these can turn the tide of any ram war.
Sensor Array – These dishes give a ship detailed maps of the battle raging around them. As such, they are able to better aim their shots, and can get a +2 accuracy bonus on ONE of their laser cannons.
Shield Generator – This add-on gives a ship an extra 1d6 armor against any structural damage attacks. Effect lasts until the generator is destroyed.
Every ship has an Armor Rating. Each of the three ship classes get their own special armor. Note: the first number is for structural damage, the second one is for component damage.
Light Armor: This is armor used in Patrol Class Ships. This gives the ship an Armor Rating of 1d10/1d10-2 and two structure levels.
Moderate Armor: This is the heavy plating used on ships in the Capitol Class. It gives them an Armor Rating of 2d10/2d10-2 and three structure levels.
Heavy Armor: The plating used to make Command Class starships, it yields Armor Rating of 3d10/3d10-2 and five structure levels.
And there you have it! These are the core rules of MasterEcabob’s brikspace supplement. I hope they were helpful and provide for some interesting brikspace battles! If you have any questions or suggestions, please post them! (I mean, what else it this thread for?
Last edited by MasterEcabob
on Wed Aug 19, 2009 9:32 pm, edited 1 time in total.
jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."
As if we care. More explosives!