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.