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- razgriz 25th inf.
- Dimmy
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- Olothontor
- Clown-Face Bologna

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- razgriz 25th inf.
- Dimmy
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- The Shadowscythe
- Touch my cloud song and I will fuck you up

- Posts: 2351
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I would be more than happy to play a game of this, however - after sitting down with a print of the rule set for the last four days (alas i was without computer and intertrons during that time) I have to admit, I found more than a few niggles with the system ( 'cause I like . . . do that . . . ) so here be my obser-mo-vations. 
So first off -
My first gripe is how unwieldly and limited the missile system is, you cannot effectively mount missiles on anything other than the missile barge (provided) a destroyer (using a med size cargo bay giving 8 slots, and a large missile package, taking those 8 slots) or a flagship (effectively cutting your OSSUM WARSHIPS combat capacity in half). now yes i could understand a high cost for such battle changing weapons, they home in on thier targets, avoid shields and can cause massive damage, but the cost to wield them in battle is just too high, and if your opponent has half a brain to make use of Defence batteries - unless you perform a "MACROSS MISSILE MASSACRE" (yes, i watch macross and robotech) and unleash EVERY missile at once . . . its kinda pointless.
My first suggestion is to lower the amount of CP and cargo space required to mount missile weapons, and then after that - more variation of "damage" missiles, as the only missile capable of being mounted for direct damage is the "Light" Missile (not including the nuke, which you can only mount one of per ship) so perhaps the use of "Medium" (6d6 damage) and a "Heavy" (8d6 damage) missile variants (with appropriate "Cargo" costs) could change this - small ships can carry many light missiles to add an extra punch at little cost, your big hitters (destroyers, dreadnaughts and the like) mount the heavier ship-killing missiles.
And appropriate upping of the nuclear damage to retain its "Omph" would have to take place, personally i'd suggest upping its blast radius from 6" inches to 12" inches, and a damage of 8d6.
This isn't to kill the system, just to give missiles a little more threat - as any half tactically minded player would see fit to mount defence batteries to his ships, so a lowering of cost for missiles, and an upping of damage gives more chances to make that lucky hit count - and when it does, really hurt.
- Moving with missiles, If a ship was carrying missiles on board while initiating, and successfully completing a ramming attack have any extra bonus's to its damage roll? If the ship itself is going to be blown to smithereens, would the ordinance on board not go with it?
Surely in this situation - the extra damage of EACH missile would count towards the eventual damage total (as one would think the entire load out of the ship would go ka-blooee . . . the result on the enemy would be just as bad)
- Moving along with ramming attacks - can Fighters/Bombers/Interceptors Initiate ramming attacks?
Say for instance, my bombers have fired all thier missiles, and I cannot re-arm them (carrier destroyed, or all ordinance is fired, or the situation is FUBAR) - Can I not initiate a ramming attack on enemy ships using those craft? It seems a little odd not for them to be covered . . . especially since the goddamn Executor in star wars ep 6 was taken down by little more than a A-wing crashing into its bridge.
- Perhaps a higher class of weapon could be introduced "Ultra" - the breed of extra high-cost, high damage weapons (of a CP cost of 20 or more) for Dreadnaughts and Flagships - think along the lines of prototype weaponry, or spinal mounted main guns - something normal ships of the fleet could not dream of having.
- To go with this a raise of CP for Flagships would also be appreciated, after mounting a "Galactic warp drive" or collosal cargoe bay for missiles, there is very little left for anything else on the brute - its slow, unweildly - and to take advantage of anything "special" for this class in combat - I effectively have to shoot it in the foot. I'd suggest the CP cost raised from 36 . . . to 46, which would make the flagship class well and truely the mean mother f*ck*rs of the battlefield.
On another point - there where no rules for "Targeting Computers" despite thier mention earlier in the system rules, so I have a few home brew suggestions . . . these come in three flavour's - "Basic" which is mountable on pretty much every vessel, "Advanced" which requires some more fore-thought and logistics on which ships your going to equip this stuff too, and "fleet" - which issues out a huge advantage to all friendly ships that stay within a certain radius of the ship carrying it, but at a massive price (both in CP, and battlefield strategy).
Range Enhancing Equipment.
Basically - equipment to target ships a little further out of your average range, and still hit them, useful for ships with many "Small" and "Medium" weapons when facing off against ships with a longer range ("Medium" and "Long").
Basic Range Extension Computer
Adds +2" Inches to the ranges of all weapons on this ship
Cost - 5 CP
Advanced Range Extension Computer
Adds +4" Inches to the ranges of all weapons on this ship
Cost - 9 CP
Fleet Range Extension Computer
Adds +6" Inches to the ranges of all weapons on all friendly ships within a 10" Inch radius around this ship. Effects do not stack with other range extension equipment.
Cost - 14 CP
Targeting Computer Equipment.
Does what it says on the tin, Targeting Computers increase your accuracy, thus increasing the chances of scoring an effective hit.
Basic Targeting Computer
Adds +2 to weapons accuracy rolls for this ship.
Cost - 5 CP
Advanced Targeting Computer
Adds + 4 to weapons accuracy rolls for this ship.
Cost - 9 CP
Fleet Targeting Computer
Adds +6 to all weapons accuracy rolls for all friendly ships within a 10" inch radius around this ship. Effects do not stack with other targeting computer equipment.
Cost - 14 CP
Evasion Computer Equipment.
Think of this as a computer tied into small thrusters on the ship, which pre-empts an incoming attack and makes small, fast movements to get the ship out of the path of incoming fire.
Basic Evasion Computer
Adds + 2 to this ships Agility rating.
Cost - 5 CP
Advanced Evasion Computer
Adds +4 to this ships Agility rating.
Cost - 9 CP
Fleet Evasion Computer
Adds +6 to all friendly ships Agility rating within 10" inches of this ship. Effects do not stack with other evasion computer equipment.
Cost - 14 CP
Other -
These where two more concepts I came up with for a little more depth.
Damage Control System.
Basically, a means to keep your ships in the fight for a little longer, as I find it hard to believe that a military star ship would not keep some means of on board damage prevention. the ruling is as such -
If this ship receives damage from a successful attack that is sufficient to destroy a part of this ship, roll a D6. On a successful roll of a 5 or 6, that part is not destroyed. This only counts towards one successful attack per turn, and its effects DO NOT stack.
Cost - 8 CP
Veterancy.
This differs from every other idea I've had thus far, as it consumes FP rather than CP, but makes EVERY ship considerably harder to face in battle. The ruling is as such.
At as cost of 15 FP per vessel, add +1 to all the stats of that vessel. This can only be used a maximum of 3 times for each vessel. (at a maximum of 45 FP)
Now I'm finished with my suggestions for extra kit - here comes my final "hole" in the system . . .
. . . last but not least, I found the systems "Infinity Loop"
Upon reading the rules for Drones, I found something so open and vauge - I could basically proceed in the creation of Invunerable space ships.
The ruling for repair drones is as such -
So after one of my ship (with say, 5 repair drones) takes 1 successful attack, i decide to loose 1 repair drone. Then my turn rolls around - i initiate repairs, and regain that drone - provided that I still have more drones than I have taken successful attacks, the ship carrying those drones can never be destroyed.
Basically, I could roll through every battle un-scathed.
Now - I highly suggest a swift changing of the repair drones rule - first of all so they can never repair other repair drones, the second rule to make them considerably more effective in combat.
Make it so repair drones can also repair ANY friendly vessel within a 2" inch radius.
So now we no longer have "infinity ships" and the repair drone becomes an invaluable tool, that would need an insane amount of protection on the battlefield to reap thier rewards.
Right, now I'm done breaking the system . . . I had to say i THOROUGHLY enjoyed figuring the intricacies of the system . . . and I hope soon to run a game for myself.
But in the mean time, it's been fun - and I hope this hasn't been too much of a slog for everyone! XD
So first off -
My first gripe is how unwieldly and limited the missile system is, you cannot effectively mount missiles on anything other than the missile barge (provided) a destroyer (using a med size cargo bay giving 8 slots, and a large missile package, taking those 8 slots) or a flagship (effectively cutting your OSSUM WARSHIPS combat capacity in half). now yes i could understand a high cost for such battle changing weapons, they home in on thier targets, avoid shields and can cause massive damage, but the cost to wield them in battle is just too high, and if your opponent has half a brain to make use of Defence batteries - unless you perform a "MACROSS MISSILE MASSACRE" (yes, i watch macross and robotech) and unleash EVERY missile at once . . . its kinda pointless.
My first suggestion is to lower the amount of CP and cargo space required to mount missile weapons, and then after that - more variation of "damage" missiles, as the only missile capable of being mounted for direct damage is the "Light" Missile (not including the nuke, which you can only mount one of per ship) so perhaps the use of "Medium" (6d6 damage) and a "Heavy" (8d6 damage) missile variants (with appropriate "Cargo" costs) could change this - small ships can carry many light missiles to add an extra punch at little cost, your big hitters (destroyers, dreadnaughts and the like) mount the heavier ship-killing missiles.
And appropriate upping of the nuclear damage to retain its "Omph" would have to take place, personally i'd suggest upping its blast radius from 6" inches to 12" inches, and a damage of 8d6.
This isn't to kill the system, just to give missiles a little more threat - as any half tactically minded player would see fit to mount defence batteries to his ships, so a lowering of cost for missiles, and an upping of damage gives more chances to make that lucky hit count - and when it does, really hurt.
- Moving with missiles, If a ship was carrying missiles on board while initiating, and successfully completing a ramming attack have any extra bonus's to its damage roll? If the ship itself is going to be blown to smithereens, would the ordinance on board not go with it?
Surely in this situation - the extra damage of EACH missile would count towards the eventual damage total (as one would think the entire load out of the ship would go ka-blooee . . . the result on the enemy would be just as bad)
- Moving along with ramming attacks - can Fighters/Bombers/Interceptors Initiate ramming attacks?
Say for instance, my bombers have fired all thier missiles, and I cannot re-arm them (carrier destroyed, or all ordinance is fired, or the situation is FUBAR) - Can I not initiate a ramming attack on enemy ships using those craft? It seems a little odd not for them to be covered . . . especially since the goddamn Executor in star wars ep 6 was taken down by little more than a A-wing crashing into its bridge.
- Perhaps a higher class of weapon could be introduced "Ultra" - the breed of extra high-cost, high damage weapons (of a CP cost of 20 or more) for Dreadnaughts and Flagships - think along the lines of prototype weaponry, or spinal mounted main guns - something normal ships of the fleet could not dream of having.
- To go with this a raise of CP for Flagships would also be appreciated, after mounting a "Galactic warp drive" or collosal cargoe bay for missiles, there is very little left for anything else on the brute - its slow, unweildly - and to take advantage of anything "special" for this class in combat - I effectively have to shoot it in the foot. I'd suggest the CP cost raised from 36 . . . to 46, which would make the flagship class well and truely the mean mother f*ck*rs of the battlefield.
On another point - there where no rules for "Targeting Computers" despite thier mention earlier in the system rules, so I have a few home brew suggestions . . . these come in three flavour's - "Basic" which is mountable on pretty much every vessel, "Advanced" which requires some more fore-thought and logistics on which ships your going to equip this stuff too, and "fleet" - which issues out a huge advantage to all friendly ships that stay within a certain radius of the ship carrying it, but at a massive price (both in CP, and battlefield strategy).
Range Enhancing Equipment.
Basically - equipment to target ships a little further out of your average range, and still hit them, useful for ships with many "Small" and "Medium" weapons when facing off against ships with a longer range ("Medium" and "Long").
Basic Range Extension Computer
Adds +2" Inches to the ranges of all weapons on this ship
Cost - 5 CP
Advanced Range Extension Computer
Adds +4" Inches to the ranges of all weapons on this ship
Cost - 9 CP
Fleet Range Extension Computer
Adds +6" Inches to the ranges of all weapons on all friendly ships within a 10" Inch radius around this ship. Effects do not stack with other range extension equipment.
Cost - 14 CP
Targeting Computer Equipment.
Does what it says on the tin, Targeting Computers increase your accuracy, thus increasing the chances of scoring an effective hit.
Basic Targeting Computer
Adds +2 to weapons accuracy rolls for this ship.
Cost - 5 CP
Advanced Targeting Computer
Adds + 4 to weapons accuracy rolls for this ship.
Cost - 9 CP
Fleet Targeting Computer
Adds +6 to all weapons accuracy rolls for all friendly ships within a 10" inch radius around this ship. Effects do not stack with other targeting computer equipment.
Cost - 14 CP
Evasion Computer Equipment.
Think of this as a computer tied into small thrusters on the ship, which pre-empts an incoming attack and makes small, fast movements to get the ship out of the path of incoming fire.
Basic Evasion Computer
Adds + 2 to this ships Agility rating.
Cost - 5 CP
Advanced Evasion Computer
Adds +4 to this ships Agility rating.
Cost - 9 CP
Fleet Evasion Computer
Adds +6 to all friendly ships Agility rating within 10" inches of this ship. Effects do not stack with other evasion computer equipment.
Cost - 14 CP
Other -
These where two more concepts I came up with for a little more depth.
Damage Control System.
Basically, a means to keep your ships in the fight for a little longer, as I find it hard to believe that a military star ship would not keep some means of on board damage prevention. the ruling is as such -
If this ship receives damage from a successful attack that is sufficient to destroy a part of this ship, roll a D6. On a successful roll of a 5 or 6, that part is not destroyed. This only counts towards one successful attack per turn, and its effects DO NOT stack.
Cost - 8 CP
Veterancy.
This differs from every other idea I've had thus far, as it consumes FP rather than CP, but makes EVERY ship considerably harder to face in battle. The ruling is as such.
At as cost of 15 FP per vessel, add +1 to all the stats of that vessel. This can only be used a maximum of 3 times for each vessel. (at a maximum of 45 FP)
Now I'm finished with my suggestions for extra kit - here comes my final "hole" in the system . . .
. . . last but not least, I found the systems "Infinity Loop"
Upon reading the rules for Drones, I found something so open and vauge - I could basically proceed in the creation of Invunerable space ships.
The ruling for repair drones is as such -
The rules for damage that the owner of the ship receiving damage chooses which part of thier ship goes ka-blooee after a successful attack.A certain number of small, unmanned drones housed in the ship are released at the command of the player once per turn to replace any one of the parts he may have lost in battle. Takes up two units of cargo space.
So after one of my ship (with say, 5 repair drones) takes 1 successful attack, i decide to loose 1 repair drone. Then my turn rolls around - i initiate repairs, and regain that drone - provided that I still have more drones than I have taken successful attacks, the ship carrying those drones can never be destroyed.
Basically, I could roll through every battle un-scathed.
Now - I highly suggest a swift changing of the repair drones rule - first of all so they can never repair other repair drones, the second rule to make them considerably more effective in combat.
Make it so repair drones can also repair ANY friendly vessel within a 2" inch radius.
So now we no longer have "infinity ships" and the repair drone becomes an invaluable tool, that would need an insane amount of protection on the battlefield to reap thier rewards.
Right, now I'm done breaking the system . . . I had to say i THOROUGHLY enjoyed figuring the intricacies of the system . . . and I hope soon to run a game for myself.
But in the mean time, it's been fun - and I hope this hasn't been too much of a slog for everyone! XD
- Olothontor
- Clown-Face Bologna

- Posts: 2193
- Joined: Fri Dec 14, 2007 9:29 pm
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- Contact:
- Cpt. Zipps
- Mega Blok
- Posts: 1339
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- The Shadowscythe
- Touch my cloud song and I will fuck you up

- Posts: 2351
- Joined: Sun Jul 27, 2008 7:22 am
- Location: Llandysul, Ceredigion, Wales, U.K, Earth, Sol, Milky Way, Local Cluster, Universe.
Heh, its kinda - what I do! XDOlothontor wrote:... Woah. Um, okay. I'll see what I can do for you there.
Thanks for meticulously snuggling my rules.
No, really, thanks
After figuring out the peasant based rail-gun for D&D 3.5 I make a promise to myself to pull every rule set apart before I play it!
Oh drat's I've been miss interpreted! XDCpt. Zipps wrote:Stop whining and I f your going to than do it in the Brikspace 1.5 thread.
This wasn't a whine! This was more of a minor obsession I built up over a weekend with no internet access!
Plus I didn't realise there was a particular brikspace thread? May i be so bold as to request a linky?
- Olothontor
- Clown-Face Bologna

- Posts: 2193
- Joined: Fri Dec 14, 2007 9:29 pm
- Location: Lounging in a commercial Starliner of his own design.
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It's down in Bonus Materials.
And it's fine, I'm glad you did so. You pointed out a couple of things I had never even thought of before. You can keep going if you like, but don't touch Diet BrikSpace; that's a completely different beast.
Enjoy.
And it's fine, I'm glad you did so. You pointed out a couple of things I had never even thought of before. You can keep going if you like, but don't touch Diet BrikSpace; that's a completely different beast.
Enjoy.
- Magic Soap
- Playmobil
- Posts: 1654
- Joined: Wed Aug 19, 2009 1:19 pm
- Location: 1 Nautical Mile from Imhotep and Lord Scotland
- Contact:
- Magic Soap
- Playmobil
- Posts: 1654
- Joined: Wed Aug 19, 2009 1:19 pm
- Location: 1 Nautical Mile from Imhotep and Lord Scotland
- Contact:





