Lego Microspacewars - Spook's Version – v0.2.2

 

 

Section 1: Game Requirements

 

A. Playing Field

This is a free-moving game. However, it is helpful to have a Lego ruler to measure distance units to calculate range and movement. One unit = 4 studs on a Lego piece.  If you would rather, you can play small games on top of a large Lego baseplate, or make your own gridded playing surfaces if you wish.  If you wish, you can also change the size of the units, as it will have no effect on the gameplay, just the size of the play area.

                                   

            B. Lego

The ships made from Lego may be as complex and detailed or as simply built as the players wish, however they should be able to fit easily on the playing grid, and there should be some distinction in size from class to class. Ideally, each ship should have a stand with a 4x4 base, to make the units easier to calculate (not to mention that you can pretend it's flying!!).

                                   

            C. Dice

For this game, it is probably necessary to have a d6, d8, and d12.

 

            D. Paper

                        Since there are a lot of factors to keep track of, such as damage and reload times, it is helpful to have paper and a writing instrument to help.

                                   

 

Note: Whenever distance is referred to as a radius, it means that number of squares in every direction from the given ship, forming a square, not a circle. (this is board-game style, not geometry class styleÉ although if you really want to you can make a Lego unit ruler and measure around the given ship in a circle.  That I shall leave up to you.)

 

Additional Note: Whenever damage is halved and halved again for whatever circumstance, or basically whenever you wind up with a decimal (that will happen on occasion), please spare yourself the pain and round up one.

 

Final Note: This guide is in a testing stage!  Be warned, any and all stats and values may or may not be strategically balanced at this point.  If you do play this game, feel free to tweak the values for basically everything to make it better, and please give your suggestions to me so I can make this game better and more fun.

                                   

                                   

Section 2: Resource Units and Game Setup

 

            A. The Basics

Resource units (RUs) are comparable to money in the game.  It costs resource units to build ships and outfit them with weapons.

                                   

            B. Resource Cap

Before the players assemble their fleet for a game, they must both agree on a starting number of RUs.  A higher starting number of RUs means larger fleets, more ships, more flexibility, and a longer game.

                                   

            C. Game Size

Depending on the size of the resource cap, you can have small pick-up games that are fairly quick, or epic battles that take several hours to build and play.  Through the wonders of mathematics and some practice, Scotty and I have come up with two different game sizes to begin with, although you can certainly make up your own to suit your fancy.

 

1. Scrimmage

This is a small game with an average fleet consisting of 8-10 ships.  In theory it should be quick to build and fun to play.  The suggested (calculated) starting number of RUs is 850.  Unlike in larger games where each player starts with a mothership or base station (costing them no RUs, besides weapons and devices) to use as a base of operations, the suggested number of RUs for this game size includes beginning with (and paying for) a carrier to use as a base of operations.  Keep in mind that it is important to have a large ship with repair, retire, and build abilities if you plan on doing any of those things during the game.

 

                        2. Campaign

This is a large game with a fleet consisting of about 25 ships, although with starting RUs between 2000-2500, there is a lot of room to customize your fleet.  In a game as large as this, each player starts with their choice of a mothership or a base station, costing them no RUs (except for weapons and devices).  Expect a game of this size to be complex and take several hours to build and play out. (I would also suggest a much larger playing area.)

 

            D. RU Spending

A player can decide to spend all of their starting resources at the beginning of the game, or only build a few ships, and save the rest of their RUs for further use later on in the game.  It is a good idea to save RUs if you plan on using devices often.

                                   

            E. Obtaining RUs During the Game

There are two ways of regaining RUs once the game is in play.  A player can choose to retire a ship by returning it to the mothership or base and exchanging it for RUs which can then be used to

build a new ship or ships.  They can also, through the use of infiltrator ships [see Section 7: A12] capture their opponents ships and either choose to keep them, or retire them for resources. [see Section 7: A2, A3, A4]

 

 

Section 3: Basic Gameplay

 

            A. Fleet Placement

After the players have finished assembling their fleet, they must place their ships on the playing field.  Each player can place their ships in the order that they wish, however, they must be arranged on their side of the playing field as packed together in the available units as possible. (e.g. no open units of vertical space between them allowing them to be closer to the enemy fleet) This is for fairness, to make sure that your ships don't have a head-start on your opponent.  It is up to the players to decide how large they want the space between their fleets to be at the beginning.  (If they start too close it makes for a short and rather brutal firefight).  Fleet placement is not considered part of the gameplay and thus turns are not taken.

           

            B. Turn Actions

On a typical turn there are many actions that each player can choose to take.  The order in which they take these actions is not always important, but in most cases there is a logical order of doing things (e.g. moving before attacking).  Here is a brief summary of all the actions that can be taken in a turn, although keep in mind that you will not always be able to do all of them, depending on your situation.

They are listed in the logical order that you might do them. I will go into more detail on each of them later.

 

¥ Retire [Section 7: A2, A3, A4] or dock for repair [Section 7: A7, A8, A9] any ships that are already in position for this (from previous turns).

¥ Move [Section 3: B1] your ships. Laying mines [Section 7: A1] is also done during movement.  Activating devices such as hyperdrive and afterburner [Section 6: A1, A2] should be done before moving, as they effect the number of units the ships using them can move.

            ¥ Use abilities such as Infiltrate. [Section 7: A12]

¥ Attack! [Section 3: B2] During this step you should also use abilities such as scuttle and subsystem targeting [Section 7: A10, A11]

¥ Activate devices [Section 3: B3] to disadvantage your opponent on the next turn.

¥ Build [Section 7: A5, A6] any new ships.

 

                        I will now go into detail about some of these turn actions that are not described in depth elsewhere.

 

                        1. Movement

Moving your ships around the playing field is one of the most important aspects of the game.  Moving is important both for attacking your opponent, avoiding attack, and for strategic purposes such as infiltration, mine laying, scuttling, retiring, repairing, and more.  On your turn, you can move each one of your ships (except for probes, which can only be moved once, and stations which are immobile).  Your ships can move the number of units specified on their ÒspeedÓ stat.  They can rotate (in chunks of 45 degrees) according to the number specified on their ÒRCSÓ stat (keep in mind that rotation is only important in certain circumstances).  Remember to activate hyperdrives and afterburners before moving.  Here are some basic rules regarding movement:

 

¥ You can break up a shipÕs rotation and movement however you wish (e.g. you can rotate first, then move; move, then rotate; move some, rotate, move the rest, etc.).

¥ You can always choose to move or rotate a ship less than itÕs maximum movement or rotation, for strategic reasons.

¥ For ships with RCS values, in order to move backwards, they must turn 180 degrees.

¥ Besides fighters who have no RCS value, for a ship to fire a stationary weapon at a target, it must be rotated to face it (this is explained in much more detain in the attack section below).

¥ Ships can pass over each other in the course of their movement, but can not stop in the same square (just because it would be awkward, not because it couldnÕt happen in real space).

¥ You may also ram enemy ships during movement.  See Section 8: A1 for details.

 

                        2. Attack

The most exciting aspect of the game is attacking your opponent.  Attacks are made on your turn after you have moved your ships as desired.  One of the most important things to consider when attacking is range.  Each weapon has a ÒrangeÓ stat.  This number specifies how many units a weapon can reach.  An enemy ship must be within that range in order for you to attack with the given weapon.  Also important to consider is a weaponÕs ÒLOSÓ (Line of Sight) stat, which specifies whether or not your ship must be able to attack in a straight line (a.k.a your ship must be rotated correctly to point at theirs).  Weapons designed for ships with no RCS value will have no LOS specification.  As a general rule, turrets and missiles do not need a straight line of sight, where as stationary guns do [see Section 5 for specifics].  Another important stat to keep in mind while attacking is the accuracy of your weapon versus the agility of the ship you are attacking.  See the ÒaccuracyÓ parameter in Section 5 for specifics on accuracy versus agility.  Here are some basic rules governing attacking:

 

¥ Each ship in your fleet can attack with each weapon it possesses once on your turn (barring circumstances such as EMP, Sensor Jammers, and Defense Fields [see Section 6]).

¥ If a ship has multiples of the same type of weapon, you may choose to attack a single target with all of them, or attack separate targets with each one individually.

¥ If there is another one of your ships in the line of sight of an attack, you may still go forward with the attack (weÕll pretend that in space we can simply move up to shoot over the ship).  The same goes for enemy ships in the line of sight (although you could choose to attack them).

¥ Ramming is a special attack that frigates, capital ships, and motherships can perform during movement. See Section 8: A1 for specific information on ramming.

 

                                    That is basically all you need to know about attacking.  For specific information on weapons, go to Section 5.

 

                        3. Device Use

There is a lot of strategy involved in keeping your opponent at bay using special devices.  Section 6 explains each device in detail.  This will be an overview of using them during your turn.  There are two types of devices.  The first type are devices that allow a ship to move further during a turn, such as hyperdrives and afterburners [Section 6: A1, A2].  As mentioned in the movement section, these two devices must be activated before you move those ships, obviously, because it affects the distance they can move.  The other type of devices are those that prevent your opponentÕs attack efforts.  Flare launchers [Section 6: B1] are active all the time, until they have been used 8 times and you must reload them (costing RUs).  The other types of defensive devices are only active when you choose to activate them (usually at the end of your turn), costing RUs.  Here are some basic rules regarding device usage:

 

¥ Keep in mind, that most defensive devices are only active within a certain Òradius.Ó  Normally, a radius refers to a circle, but, as I said in the note at the beginning of this guide, since the playing field is made up of square units, the radius is the number of units in all directions from a ship (forming a square).

¥ It is unwise to install two devices of the same type on a ship that can carry more than one device.  Two devices of the same type have no greater effect than one does, EXCEPT in the case of multiple flare launchers.  If you have two or more flare launchers on a single ship, they each use up one ammunition unit when missiles are fired at the ship, and the dice roll is done for each of them.

 

                        4. Winning the Game

There are actually multiple ways that the game can be played to determine the winner.  The players should decide on one before starting a game.  The methods of play/winning are as follows:

 

¥ Deathmatch – All enemy ships (except for probes as they have no attack capability) must be destroyed in order to win.

¥ Defense – The game is won when the enemy mothership/base is destroyed, or captured.

¥ Defense II – The game is won when all build-capable ships have been destroyed or captured (this simply includes carriers).

 

            C. A note on ÒStand DenotationÓ

In the following sections, whenever you see Òstand denotationÓ as the piece for a weapon/device/ability that simply means that I couldnÕt think of an easy way of portraying it in Lego, and decided instead to have it noted on the stand.  This means simply attaching a color-coded 1x1 plate with clip to the shipÕs stand to note that it has a specific weapon type, device, or ability.  You can use whatever colors you like, to best fit your collection. If you can think of a piece to use to portray this better, please give me your suggestions.

 

Also, whenever it says a piece should be Òbrightly coloredÓ it really just needs to stand out from the color of the rest of the ship.

                                   

                                   

Section 4: Ship Classifications

 

            Parameters:

            ¥ Description - Explains the purpose of the ship type, and its advantages.

¥ Size [tiny, small, medium, large, very large] - I wanted to leave this flexible since they are made out of Lego after all.  Please try to keep the classes of ships diferentiatable by their size.

            ¥ Speed [#] - the number of units they can move in one turn

            ¥ RCS [#] – the number of units (in 45 degree chunks) that a ship can rotate in one turn.

¥ Agility [1-10] - makes it so that less accurate weapons are more likely to miss (see ÒaccuracyÓ weapon parameter in Section 5)

¥ Armor [1-500] - corresponds to the number of damage points a ship can take (see ÒdamageÓ weapon parameter in Section 5)

¥ Weapons [#] - the number of weapons that can be installed (be sure to check the ÒdesignationÓ weapon parameter in Section 5)

¥ Crew Level [1-10] - determines the number of turns it takes to capture a ship [see Section 7: A12]

¥ Devices [#] - the number of devices that can be installed on a ship (see ÒdesignationÓ device parameter in Section 6)

            ¥ Ability [name] - any special abilities that a ship has [see Section 7]

            ¥ RUs [#] - the number of RUs it costs to build this ship (not including weapons)

                                   

 

            A. Motherships and Bases

                                   

                        1. Mothership

Description: Basically a mobile home-base, its abilities enable it to build, repair, and retire any ship in the fleet.

                                    Size: Very Large

                                    Speed: 1

RCS: 2

                                    Agility: 1

                                    Armor: 500

                                    Weapons: 6 [See Section 5]                              

                                    Crew Level: 10

                                    Devices: 2 [See Section 6]

                                    Ability: Retire A, Repair A, Build A [See Section 7]

                                    RUs: N/A

                                                                                   

2. Base Station - e.g. an asteroid base, an orbital station, an outpost, etc.

Description: While they are immobile, base stations offer the same abilities as motherships, and they can sport more weapons to defend themselves.

                                    Size: Very large

                                    Speed: N/A (immobile)

                                    RCS: 2

                                    Agility: 0

                                    Armor: 500

                                    Weapons: 8 [See Section 5]

                                    Crew Level: 10

                                    Devices: 2 [See Section 6]

                                    Ability: Retire A, Repair A, Build A [See Section 7]

                                    RUs: N/A

                                                                       

B. Utility Ships – Unarmed vessels designed to give your fleet an edge on the battlefield through the use of devices and special abilities

           

                        1. Probe (multi-role)

                                    Description: Small, single movement devices that can provide you with a variety of useful strategic devices.

                                    Size: Tiny

                                    Speed: unlimited (can only move once, and only in a straight line.)

RCS: N/A (can move in any direction during its one-shot movement.)

                                    Agility: 10

                                    Armor: 10

                                    Weapons: N/A

                                    Crew Level: N/A (cannot be captured)

                                    Devices: 1 [See Section 6]

                                    Ability: N/A

                                    RUs: 5

 

                        2. Transport

                                    Description: Transports are designed with the express purpose of delivering strikecraft to the front-lines safely, without risking getting obliterated by long-range weapons.

                                    Size: Medium

                                    Speed: 8

                                    RCS: 6

                                    Agility: 6

                                    Armor: 300

                                    Weapons: N/A (unarmed)

                                    Crew Level: 5

                                    Devices: 2 [See Section 6]

                                    Ability: Transport, Repair C, Retire C, Scuttle [See Section 7]

                                    RUs: 50

                                                                       

C. Strike Craft - Fighters: small, fast, agile, and come in squadrons of 4. (represented by one ship on the board)

           

                        1. Fighter [squadron of 4]

Description: A basic fighter, carries an extremely accurate mass driver as its only weapon

                                    Size: Small

                                    Speed: 10

                                    RCS: N/A (strikecraft are fast enough to turn 360 degrees in one turn, so this stat is not important.)

                                    Agility: 9

                                    Armor: 70

                                    Weapons: 1 [See Section 5]

                                    Crew Level: 1

                                    Devices: N/A

                                    Ability: N/A

                                    RUs: 10

                                                                                                           

2. Bomber [squadron of 4]

Description: Slower, better armored, and with the capability to take out single subsystems with bombs. (see subsytem targeting ability)

                                    Size: Small

                                    Speed: 10

                                    RCS: N/A (strikecraft are fast enough to turn 360 degrees in one turn, so this stat is not important.)

                                    Agility: 8

                                    Armor: 80

                                    Weapons: 1 [See Section 5]

                                    Crew Level: 1

                                    Devices: N/A

                                    Ability: Subsystem Targeting [See Section 7]

                                    RUs: 10

                                                                       

                        3. Lancer [squadron of 4]

Description: Faster, lightly armored, and carry a damage-dealing lance-type weapon instead of a standard mass driver gun.

                                    Size: Small

                                    Speed: 10

                                    RCS: N/A (strikecraft are fast enough to turn 360 degrees in one turn, so this stat is not important.)

                                    Agility: 10

                                    Armor: 60

                                    Weapons: 1 [See Section 5]

                                    Crew Level: 1

                                    Devices: N/A

                                    Ability: N/A

                                    RUs: 10

                                                                       

D. Frigates - The middleweights of any fleet. They are extremely versatile and can mount a wide variety of weapons.

           

                        1. Frigate (Multi-role)

Description: This standard frigate chassis can support most types of turreted weapons as well as missiles.

                                    Size: Medium

                                    Speed: 6

                                    RCS: 4

                                    Agility: 5

                                    Armor: 200

                                    Weapons: 2 [See Section 5]

                                    Crew Level: 4

                                    Devices: 1 [See Section 6]

                                    Ability: Scuttle [See Section 7]

                                    RUs: 30

                                                                       

2. Infiltrator Frigate

Description: Specifically designed for taking over enemy ships. (see infiltration ability and infiltration rules)

                                    Size: Medium

                                    Speed: 8

                                    RCS: 4

                                    Agility: 7

                                    Armor: 170

                                    Weapons: 2 [See Section 5]      

                                    Crew Level: 9

                                    Devices: N/A

                                    Ability: Infiltrate, Scuttle [See Section 7]

                                    RUs: 40

                                                                       

                        3. Mine Layer Frigate

Description: Specifically designed to lay deadly mines in its path - a potentially fatal obstacle for the enemy. (see mine laying ability)

                                    Size: Medium

                                    Speed: 6

                                    RCS: 4

                                    Agility: 5

                                    Armor: 250

                                    Weapons: 2 [See Section 5]

                                    Crew Level: 4

                                    Devices: N/A

                                    Ability: Mine Deployment, Scuttle [See Section 7]

                                    RUs: 40

                                                                                                                                                                                                                                               

E. Capital Ships - Big, slow, and brutal, these ships provide the necessary brute force to take down the toughest targets.

           

1.     Carrier

Description: The largest of the capital ships, the carrier, while slow, has the ability to build and repair fighters and frigates.

                                    Size: Large       

                                    Speed: 2

RCS: 2

                                    Agility: 2

                                    Armor: 450

                                    Weapons: 3 [See Section 5]                              

Crew Level: 9

                                    Devices: 2 [See Section 6]

                                    Ability: Retire B, Repair B, Build B, Scuttle [See Section 7]

                                    RUs: 100                                             

                                   

                        2. Destroyer

            Description: The smallest capital ship, and also the fastest.

                                    Size: Large

                                    Speed: 4

                                    RCS: 3

                                    Agility: 3

                                    Armor: 350

                                    Weapons: 3 [See Section 5]

                                    Crew Level: 7

                                    Devices: 1 [See Section 6]

                                    Ability: Scuttle [See Section 7]

                                    RUs: 150

                                                                       

                        3. Battlecruiser

Description: Beasts of a capital ships, with 4 weapons and strong armor, battlecruisers are arguably the strongest ships in the game.  They also have the ability to repair fighters on the front lines.

                                    Size: Large

                                    Speed: 3

                                    RCS: 2

                                    Agility: 2

                                    Armor: 400

                                    Weapons: 4 [See Section 5]

                                    Crew Level: 8

                                    Devices: 2 [See Section 6]                                

Ability: Retire B, Repair B, Scuttle [See Section 7]

                                    RUs: 200

                                                                       

 

Section 5: Weapon Classifications

 

Please keep in mind that only certain ships can be outfitted with certain weapons. (see designation parameter)

                                   

            Parameters:

            ¥ Description - describes the weapon's charictaristics and advantages

            ¥ Pieces - acceptable pieces to use to represent this weapon

¥ Damage [#] - maximum damage dealt for on one turn (without taking accuracy into account)

¥ Accuracy - corresponds with ship agility.  If the accuracy of a weapon is less than the agility level of the target, a d12 must be rolled to determine the effectivity of the attack.

                        ¥ 0 = universe implodes (!!)

                        ¥ 1 - 5 = weapon misses entirely but no ally ships are harmed

                        ¥ 6 - 10 = 50% of damage dealt

                        ¥ 11 = 100% damage dealt

¥ 12 = weapon misses entirely and if any ally ships are in range of attack, player chooses one to take full damage

¥ Range [#] - the number of units away from the target that the weapon can be used

¥ LOS [y/n] – (line of sight) does the weapon require a straight line shot at the target? [See Section 3: B2]

¥ Reload [#;#] – Some weapons are powerful enough, that to make the game interesting they must be restricted. In this parameter, the first number is the number of times in turns that you can use a weapon before having to wait the second number in turns for it to reload.

¥ Designation - the ships (by letter and number) that can have this weapon installed on them

¥ RUs [#] - number of resource units the weapon cost (per squadron if that is the case)

                       

                                                                                                                                               

            A. Light Stationary Cannons - small stationary guns mainly used on fighters

                                   

                        1. Mass Driver

Description: The standard weapon of fighters - short range, but deadly accuracy.

                                    Pieces: minifig hand poking out of the front

                                    Damage: 10

                                    Accuracy: 9

                                    Range: 2

                                    LOS: N/A (only installed on strike craft which have no RCS value)

                                    Reload: N/A

                                    Designation: C1

                                    RUs: 2

                                                                       

                        2. Particle Lance

                                    Description: A weapon made specifically for the lance fighter.

                                    Pieces: a screwdriver, the pokey end of a claw piece, or a piece of flex tube

                                    Damage: 15

                                    Accuracy: 10

                                    Range: 3

                                    LOS: N/A

                                    Reload: N/A

                                    Designation: C3

                                    RUs: 4

                                                                       

                        3. Heavy Particle Lance

Description: A second lance fighter weapon that deals more damage but is less accurate

Pieces: red stand denotation [See Section 3: C]

                                    Damage: 20

                                    Accuracy: 7

                                    Range: 3

                                    LOS: N/A

                                    Ammo: N/A

                                    Reload: N/A

                                    Designation: C3

                                    RUs: 4                         

                                                                       

B. Bomb Launchers - small fighter attachments bays that drop bombs dealing great damage, at least for a fighter

           

                        1. Bomb Launcher

Description: The standard bomber weapon - more accurate than the plasma version, but does less damage.

                                    Pieces: gray 1x1 plates + tiles mounted on the sides of a fighter (or 1x1 plates with a vertical clip if itÕs easier to attach)

                                    Damage: 15

                                    Accuracy: 8

                                    Range: 1

                                    LOS: N/A

                                    Reload: N/A

                                    Designation: C2

                                    RUs: 4

                                                           

                        2. Plasma Bomb Launcher

Description: Heavier and less accurate, these bombs do more damage than standard ones, utilizing plasma.

Pieces: brightly colored 1x1 plates + tiles mounted on the sides of a fighter

                                    Damage: 20

                                    Accuracy: 7

                                    Range: 1

                                    LOS: N/A

                                    Reload: N/A

                                    Designation: C2

                                    RUs: 4

                                                                       

C. Turrets - mounted on frigates, capital ships, motherships, and bases, turrets come in many flavors.

           

                        1. Mass Driver Turret

Description: a cheap, short-range turreted version of the mass driver

                                    Pieces: 1 pair of binoculars

                                    Damage: 20

                                    Accuracy: 10

                                    Range: 2

                                    LOS: No

                                    Reload: N/A

                                    Designation: A1, A2, D1, D2, D3, E1, E2, E3

                                    RUs: 10

                                                           

2. Point Defense Laser Turret

Description: a supposed fighter killer, used mainly to defend capital ships, motherships, and bases

                                    Pieces: a lever base without a lever

                                    Damage: 30

                                    Accuracy: 8

                                    Range: 3

                                    LOS: No

                                    Reload: N/A

                                    Designation: A1, A2, D1, E1, E2, E3

                                    RUs: 10

                                                                       

                        3. Laser Pulse Turret

Description: a heavy turret that packs quite a punch, used by capital ships, motherships, and bases

                                    Pieces: binoculars with flex tube pieces (if flex tube pieces arenÕt available, use stand denotation [See Section 3: C].)

                                    Damage: 50

                                    Accuracy: 7

                                    Range: 6

                                    LOS: No

                                    Reload: N/A

                                    Designation: A1, A2, E1, E2, E3

                                    RUs: 15

                                                                       

                        4. Turreted Railgun

Description: The most powerful turret of all, it can only be installed on capital ships.

                                    Pieces: lever base with lever (cut or uncut >_>)

                                    Damage: 100

                                    Accuracy: 4

                                    Range: 6

                                    LOS: No

                                    Reload: 2;1

                                    Designation: E2, E3

                                    RUs: 25

                                                                                                                                                           

            D. Missile and Torpedo Launchers

           

                        1. Missile Launcher

Description: The most basic of projectile weapons - simple and effective.           

Pieces: exposed Travis Bricks or any other rectangular bricks with similar holes

                                    Damage: 25

                                    Accuracy: 8

                                    Range: 10

                                    LOS: No

                                    Reload: 8;1

                                    Designation: A1, A2, D1, D2, D3, E2, E3

                                    RUs: 10

                                                                       

                        2. Torpedo Launcher

Description: With a different propulsion system, torpedoes are less accurate, but deal more damage.

                                    Pieces: Anti-stud holes in headlight bricks (the square hole)

                                    Damage: 35

                                    Accuracy: 6

                                    Range: 12

                                    LOS: No

                                    Reload: 6;1

                                    Designation: A1, A2, D1, D2, D3, E2, E3

                                    RUs: 10

                                                                       

                        3.  Gravimetric Charge Launcher

Description: These specially manufactured projectiles are slow, and most effective against capital ships.

Pieces: Travis Brick or similar SNOT brick covered in brightly colored 1x1 tiles (to simulate missile covers)

                                    Damage: 80

                                    Accuracy: 4

                                    Range: 10

                                    LOS: No

                                    Reload: 4;1

                                    Designation: A1, A2, D1, E2, E3           

                                    RUs: 20

                                                                       

                        4. Hellfire Missile Launcher

Description: hefty missiles valued for their payload, range, and accuracy

Pieces: Travis Brick (or similar snot brick) with flex tube poking out OR stand denotation [Section 3: C].

                                    Damage: 100

                                    Accuracy: 5

                                    Range: 20

                                    LOS: No

                                    Reload: 2;1

                                    Designation: A1, A2, D1, E2, E3

                                    RUs: 25

                                                                       

                        5. Cluster Torpedo Launcher

Description: Too large to be carried by frigates, these torpedoes split when they near the target for multiple impacts with compounded damage.

                                    Pieces: 1x1 bricks with Technic holes

                                    Damage: 25 x [roll of d6]

                                    Accuracy: 5

                                    Range: 15

                                    LOS: No

                                    Reload: 4;1

                                    Designation: A1, A2, E2, E3

                                    RUs: 25                                                                                   

                                                                                                           

           

E. Heavy Stationary Cannons

           

                        1. Heavy Mass Driver

Description: a much larger version of those found on fighters and turrets

                                    Pieces: some type of Technic pin poking out

                                    Damage: 50

                                    Accuracy: 7

                                    Range: 6

                                    LOS: Yes

                                    Reload: 5;1

                                    Designation: A1, A2, D1, E2, E3

                                    RUs: 20

                                                                       

                        2. Laser Pulse Cannon

Description: A stationary version of those found on laser pulse turrets.

                                    Pieces: 1x1 cone

                                    Damage: 80

                                    Accuracy: 4

                                    Range: 10

                                    LOS: Yes

                                    Reload: 4;1

                                    Designation: A1, A2, D1, E2, E3

                                    RUs: 25

                                                                       

                        3. Ion Beam

                                    Description: A powerful focused beam that

                                    Pieces: 1x1 round brick

                                    Damage: 100

                                    Accuracy: 4

                                    Range: 20

                                    LOS: Yes

                                    Reload: 1;1

                                    Designation: A1, A2, D1, E2, E3

                                    RUs: 35

                                                                                                                                                           

                        4. Heavy Railgun

                                    Description: The most devastating form of mass driver.

Pieces: binoculars with two 4L ÒlightsaberÓ rods

                                    Damage: 120

                                    Accuracy: 4

                                    Range: 20

                                    LOS: Yes

                                    Reload: 1;1

                                    Designation: A1, A2, E2, E3

                                    RUs: 40

                                                                       

5. Gattling Mass Driver

                                    Description: Fires multiple rounds at a high speed.

Pieces: the plus shaped end of a Technic pin

                                    Damage: 30 x roll of a d6

                                    Accuracy: 4

                                    Range: 8

                                    LOS: Yes

                                    Reload: 2;1

                                    Designation: A1, A2, D1, E2, E3

                                    RUs: 35

                                               

                                                                       

Section 6: Devices

 

Please keep in mind that only certain ships can be outfitted with certain devices. (see designation parameter)

 

            Parameters:

            ¥ Description - explains the purpose of a device and how it functions in-game

            ¥ Piece - defines acceptable standard pieces to represent this device in-game

¥ Reload [#;#] - Some devices are powerful enough, that to make the game interesting they must be restricted. In this parameter, the first number is the number of times in turns that you can use a weapon before having to wait the second number in turns for it to reload.

            ¥ Designation - defines which ships can have this device installed

            ¥ RUs - the number of RUs it costs to build this device.

 

 

            A. Movement

           

                        1. Hyperdrive

Description: Enables the user ship to hop to any unit on the playing field, at a cost of 5 RUs per use. The user ship must wait until the next turn to move (including rotation) or initiate an attack after using hyperdrive.  If the ship has an RCS value, it must be in the same position as it was before the jump (rotationally speaking).

Piece: stand denotation

                                    Ammo: N/A

                                    Designation: A1, B2, E1, E3

                                    RUs: 30

                                                                       

                        2. Afterburner

Description: For one turn, the user ship's speed is increased by 6 units, and the agility is increased by 2 for your opponent's following turn. It does not affect the shipÕs RCS value.

Piece: stand denotation

                                    Reload: 1;2

                                    Designation: B2, D1, E1, E2, E3

                                    RUs: 10                       

                                                                       

B. Defense

           

                        1. Flare Launcher

Description: When missiles are fired at a ship with one of these devices, a d8 must be rolled. (even after an accuracy roll has been made - apply this to the result)

                                                ¥ 1-3 = flares intercept all missiles

                                                ¥ 4-7 = 50% damage done

                                                ¥ 8 = flares miss all missiles

Piece: headlight brick with brightly colored 1x1 plate stuck on? (or as always, stand denotation)

                                    Reload: 8;1                                                                                                                              

Designation: A1, B2, D1, E1, E2, E3                                                                                                     

RUs: 20                                                                                   

                                                                                                                                                           

                        2. Defense Field

Description: Defends ships within a 10 unit radius from enemy attack for one turn at a cost of 5 RUs per use.

                                    Piece: a (brightly colored) 2x2 dish

                                    Reload: N/A

                                    Designation: A1, A2, B1, B2, D1, E1, E2, E3

                                    RUs: 10

                                                                       

                        3. EMP Generator

Description: Entirely disables enemy ships within a radius of 10 units for one turn at the cost of 10 RUs per use. The ship who used the device must wait one turn before attacking again.

                                    Piece: a Technic washer connected in whichever way is convenient

                                    Reload: N/A

                                    Designation: A1, A2, B1, B2, D1, E1, E2, E3

                                    RUs: 15

                                                                                                                                   

                        4. Sensor Jammer

Description: Disables all weapons on ships in a 10 unit radius for one turn at a cost of 5 RUs per use.

                                    Piece: a 2x2 round tile, attached AWACS style

                                    Reload: N/A

                                    Designation: A1, A2, B1, B2, D1, E1, E2, E3

                                    RUs: 10

                                                                       

5. Gravity Well Generator

Description: Prevents enemy ships from using hyperspace to enter a 20 unit radius around the ship.

                                    Piece: a Bionicle ball joint

                                    Reload: 1;2

                                    Designation: A1, A2, B1, B2, D1, E1, E2, E3

                                    RUs: 10

                                                                                                           

                                                                       

Section 7: Abilities

 

            Parameters:

            ¥ Description: - defines what an ability does and how it works in-game

¥ Piece - If applicable, defines what piece or general element that a ship with this ability should have

¥ Reload [#;#] - Some abilities are powerful enough, that to make the game interesting they must be restricted. In this parameter, the first number is the number of times in turns that you can use a weapon before having to wait the second number in turns for it to reload.

            ¥ Designation - The ships that have this ability

                                   

 

            A. Strategic

           

                        1. Mine Layer

Description: Lays mines (one for each space in its movement path) [1x1 round plates] which the enemy can choose to go around or go through and take damage. If they decide to go through, they must roll a d8, and take the following of a maximum damage of 200:

                                                ¥ 1-3 = the mine is avoided

                                                ¥ 4-7 = mine detonates at a distance; 50% damage done

                                                ¥ 8 = direct hit, full damage taken

Piece: brightly colored 1x2 plates + tiles on the sides or underside of the ship                                                    

Reload: 1;2

                                    Designation: D3

                                                                       

                        2. Retire A

Description: If a player wishes to retire a ship of any size, they can move if to a square adjacent to a ship with Retire A (rotation does not matter), and remove it from play on the next turn, regaining the total RUs that the ship and its weapons cost.

                                    Piece: Ship should have a visible hangar bay.

                                    Reload: N/A

                                    Designation: A1, A2

                                   

3. Retire B

Description: The same as Retire A, except only strikecraft and frigates can be retired on ships with Retire B. (applies to carriers)

                                    Piece: Ship should have a visible hangar bay.

                                    Reload: N/A

                                    Designation: E1

 

4. Retire C

Description: The same as Retire B, except only strikecraft can be retired on ships with Retire C. (applies to battlecruisers and transports)

                                    Piece: Ship should have a visible hangar bay.

                                    Reload: N/A

                                    Designation: B2, E3

 

                        5. Build A

Description: A ship with this can fabricate any type of ship, assuming the player has sufficient RUs.  The player can choose an adjacent square to the build capable ship for the new ship to be placed at (if the new ship has an RCS value, it must be placed parallel to the ship is was built from). The new ship may not do anything until the next turn.

                                    Piece: Ship should have a visible hangar bay.

                                    Reload: N/A

                                    Designation: A1, A2

                                   

                        6. Build B

Description: The same as Build A, except only strikecraft can be built (applies to carriers).

                                    Piece: Ship should have a visible hangar bay.

                                    Ammo: N/A

                                    Designation: E1

 

                        7. Repair A

Description: A ship with Repair A can dock any ship, up to five ships at a time (squadrons count as 1), and repair them at a rate of 100 armor points per turn. If the ship is destroyed while ships are docked within it, the docked ships are lost as well. When a ship is docked, it is removed from the game board until the player releases it. Upon the turn of release, the ships may be placed in any square adjacent to the ship that they were repaired in (those with RCS values must be parallel with the ship they were docked in), and may move, but not attack until the next turn. In order to dock and be repaired, the ship to be repaired must maneuver within one unit of the repairing ship (rotation does not matter), and can not dock and begin the repair process until the next turn.

                                    Piece: Ship should have a visible hangar bay.

                                    Reload: N/A

                                    Designation: A1, A2                             

                                                                                                  

                        8. Repair B

Description: The same as Repair A, except it only applies to strikecraft and frigates (carriers only can do this).

                                    Piece: Ship should have a visible hangar bay.

                                    Reload: N/A

                                    Designation: E1

 

9. Repair C

Description: The same as Repair B, except it only applies to strikecraft (battlecruisers and transports only can do this).

                                    Piece: Ship should have a visible hangar bay.

                                    Reload: N/A

                                    Designation: B2, E3

 

                                   

10. Scuttle

Description: a.k.a. Self-Destruct, this removes the user ship from play (with no RUs returned), as well as inflicting damage on ships within a 3 unit radius, with maximum 300 points of damage for a capital ship and 200 for a frigate, according to the following roll of a d8:

                                                ¥ 1-3 = 50% of the damage taken

                                                ¥ 4-7 = 100% damage taken

¥ 8 = critical hit- ships are DEAD JIM DEAD no matter what their armor is. (acts as 1-3 on a mothership or base station because I say so and so do my quantum mechanics)

                                    Piece: N/A

                                    Reload: N/A                                                                             

                                    Designation: D1, D2, D3, E1, E2, E3

                                                                                                                                                           

                        11. Subsystem Targeting

Description: Bombers can choose to attack and try to cripple a specific part of an enemy ship. If it is strategically advantageous, they can target an engine, weapon, or device of a ship when they attack, instead of attacking the ship's hull in general. After deciding on a target, the player must roll a d8 to the following effect:

¥ 1-4 = bombs miss their target, but deal normal damage to the ship (with accuracy taken into account)

                                                ¥ 5-8 = bombs hit subsystem:

¥ Engines - the ship can no longer move, unless it can be repaired. (hyperdrive is an exception - it can still function)

¥ Weapons and Devices - the specific weapon/device that is targeted can no longer be used. It can be rebuilt for RUs, in the bay of a repair capable ship (takes 1 turn).

                                    Piece: N/A

                                    Reload: N/A

                                    Designation: C2

                                                                       

12. Infiltrate

Description: Infiltration Frigates have the fantastic ability to board and take over enemy ships to use at your own disposal.  To do this, on your turn, you must move your infiltration frigate into a unit adjacent to the ship to be captured (rotation is not a factor). Know the crew level for that class of ship. If the crew level is greater than that of your Infiltrator Frigate, you must roll a d8:

                                                ¥ 1 = you successfully take over the ship

¥ 2-8 = your attempt fails, and you may not attempt again (on that specific ship) for 2 turns.

                                    If the crew level of the target ship is less than yours, roll a d8:

                                                ¥ 1-6 = you successfully take over the ship

¥ 7-8 = your attempt fails, and you may not attempt again (on that specific ship) for 2 turns.

                                    If there are other enemy ships docked within a ship you capture that are being transported or repaired, they still belong to the opponent, and launch immediately upon capture.

                                    Piece: orange 1x1 round plate infiltrator pods (most likely on the bottom)

                                    Reload: N/A

                                    Designation: D2

 

                        13. Transport

Description: Allows the transport class ship to dock up to 8 squadrons of strikecraft at once, to be transported safely to the front lines of the battlefield.  In order to dock with a transport ship, a squadron of strikecraft must be or move within one unit of the ship, and can not dock until the next turn.  If any of the strikecraft are damaged, up to five of them can be repaired using Repair C while in transport.  After transportation is complete, the strikecraft launch in a square formation in the units adjacent to the transport.  If fewer than 8 squadrons were transported, you may choose which units adjacent to the transport to place them in.

Piece: Transports should have a visible hangar bay.

Ammo: N/A

Designation: B2

 

 

Section 8: Special Actions

                       

A.     Special Attacks

 

1. RAMMING SPEED!!

If you are feeling particularly violent, you can use ramming as an attack (at your own risk) according to the following rules:

           

¥ First of all, the target ship must be within the range of movement of your ship, as ramming is executed during the movement step.     

¥ If the target ship is destroyed in the ramming process, your ship moves into itÕs square.  If not, your ship remains one unit away from it.

¥ Second of all, the captain of the ramming vessel must pull a sword out from somewhere within his clothing and yell ÒRAMMING SPEEDÓ in a manly voice while standing on top of the control console in a reckless fashion.

¥ You may never ram any type of strikecraft, as they are too agile, or ram an enemy ship with a strike craft or probe, as that would only end in the loss of the strikecraft or probe.

¥ Ships of the same class may not ram each other, as it would harm them both equally, which I deem pointless.

¥ EMP is the only attack-disabling device that prevents you from ramming (as it keeps your ship from moving at all).

 

                                                ¥ If your frigate, capital ship, or mothership is ramming a probe, roll a d8:

                                                            ¥ 1-4 = The probe is destroyed and you take no damage.

                                                            ¥ 5-7 = You missed the darned thing Ôcause theyÕre so frigginÕ tiny. (move back one unit)

                                                            ¥ 8 = The probe is destroyed and explodes violently; you take 40 points of damage.

                                                ¥ If your capital ship, or mothership is ramming a frigate, roll a d12:

                                                            ¥ 1-3 = The frigate is destroyed and you sustain 30 points of damage.

                                                            ¥ 4-6 = The frigate is destroyed, and itÕs weapon systems detonate violently; you take 100 points of damage.

                                                            ¥ 7-9 = The frigate sustains 100 points of damage; you sustain 50 points of damage.

                                                            ¥ 10-12 = The frigate is destroyed, and you take no damage. (lucky!)

                                                ¥ If your mothership is ramming a capital ship, roll a d8:

                                                            ¥ 1-4 = Capital ship sustains 200 points of damage; you sustain 100 points of damage.

                                                            ¥ 5-7 = Capital ship is destroyed, and its reactor core implodes; you take 200 points of damage.

                                                            ¥ 8 = Capital ship is destroyed; you sustain 80 points of damage.

                                                ¥ If your frigate is ramming a capital ship, mothership or base station, roll a d12:

                                                            ¥ 1-3 = You are destroyed; enemy ship takes 30 points of damage.

                                                            ¥ 4-6 = You explode violently; enemy ship takes 100 points of damage.

                                                            ¥ 7-9 = You sustain 100 points of damage; enemy ship takes 50 points of damage.

                                                            ¥ 10-12 = You are destroyed and the enemy ship takes no damage.

                                                ¥ If your capital ship is ramming a mothership or base station, roll a d12:

                                                            ¥ 1-5 = You sustain 200 points of damage; mothership/base sustains 100 points of damage.

                                                            ¥ 6-10 = You explode violently; mothership/base sustains 200 points of damage.

                                                            ¥ 11 = You are destroyed; mothership/base sustains 80 points of damage.

                                                            ¥ 12 = You hit their weak spot!  The mothership/base sustains 400 points of damage; you sustain 100 points of damage.