B.S.S. Shapiro Corvette

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Moderators: Zahru II, Natalya

Postby Strana » Sun Oct 04, 2009 1:39 pm

it looks like in building a secure exit door for your fighters your pushed your engine way out, it might be posible to redesign the sides of the ship to slide the engine into a more harmonious whole. if you by the gold heist for the new space police you will get among other things 2 very large arch peices, they are white and would match your color scheme and should allow you to make sidee doors withought loosing structural integrity, i have similar one in black holding up the hodgepodge. or you could split your engines to either side of the egress hatch that should smooth it out quite niceley other wise it looks like a demented engineer officer riveted the engines on at the last second.

but besides that good work on the guns, how many fighters does it hold especially liking the death ray
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Postby Cpt. Zipps » Sun Oct 04, 2009 2:38 pm

It holds two fighters and a bomber but they are pretty big.
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Postby Natalya » Sun Oct 04, 2009 7:40 pm

That Death Ray is awesome!! Now I have to make a new ship just so I can build a Death Ray like that.
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Postby Cpt. Zipps » Mon Oct 05, 2009 2:33 pm

that's a big compliment coming from you.
I was wondering if you could maybe post the stats of your Mk missile system please.if you have time, your assault rifle and beam sword stats would be good too.
Last edited by Cpt. Zipps on Mon Oct 05, 2009 2:50 pm, edited 2 times in total.
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Postby Magic Soap » Mon Oct 05, 2009 2:43 pm

while Natalya, you are at it, please could you post your stats for some of your more unusual weapons, and perhaps your various troop upgrades, eg Mimetic Armor.
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Postby Natalya » Mon Oct 05, 2009 10:35 pm

The MK Missile System is just a naming system for explosives under the 2005 rules, and is very simple:

MK I = Default Explosive
Damage: 1 D10
Radius: 2"
Cost: 1CP

MK II = Size 2 Explosive
Damage: 2 D10
Radius: 3"
Cost: 2CP


MK III = Size 3 Explosive
Damage: 3 D10
Radius: 4"
Cost: 3CP

(Etc...)

How do I represent different sizes?

The missiles I use are typically MK II missiles. They are a cone piece, a circular 1 x 1 plate, and a 1 x 1 cylinder piece. The idea is that each cylinder increases it by a MK size, so a MK III missile has 2 cylinders, a cone, and a 1 x 1 circle plate. Though sometimes the cone is replaced with another cylinder, like the missiles on Rhett Butler's Revenge but it means the same thing.


Mimetic Armour is a weak form of armour, but it is light weight so it doesn't slow down the wearer.

Standard Armour:
Armour: +2
Move: -1"
Cost: 1CP

MK I Mimetic Armour:
Armour: +1
Move: --
Cost: 1CP

MK II Mimetic Armour:
Armour: +2
Move: --
Cost: 2CP

(Etc...)

So, weaker but no move penalty for same price. Almost all my guys have MK I Mimetic Armour, but in Death Battle the Space Pirate flamethrower guy had normal Armour. So does Regulus who fought in Death War.


Weapons...
I use 2001 rules for Beam Swords.

- Assault Rifle -
Shots: 2
Use Req: 3
Range: 12"
Damage: 1D6 + 3
Cost: 10 CP
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Postby Cpt. Zipps » Mon Oct 05, 2009 10:52 pm

Thank you very much. I am using the missile stats for a 2nd refit of weapons on the Shapiro. I cut off the engine platform and put them on the sides.
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Postby benkim123 » Tue Oct 06, 2009 7:03 am

Is there a specific color for those missiles? and thanks.
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Postby Cpt. Zipps » Tue Oct 06, 2009 11:46 am

I just got this idea, tell me what you think.

For missiles with 2x2 rounds, each one counts as two, so one with a top cone and two other bricks would count as Mk 6 instead of Mk 3. They would count as size 6 too.
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Postby IVhorseman » Tue Oct 06, 2009 11:52 am

Wait, since when did missile rating depend on stud-size?
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Postby Magic Soap » Tue Oct 06, 2009 11:54 am

Doesn't, this is just Zipps blowing the stats made by Natalya out of sense and proportion.
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Postby Strana » Tue Oct 06, 2009 1:08 pm

usually for conversion i use pure stud reasoning, so a round 2x2 has 4 studs and is then a mkIV explosive were as a 1x1 round is one stud and therefore mk I
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Postby Cpt. Zipps » Tue Oct 06, 2009 1:17 pm

I was going to do what Strana suggested but I wanted torpedoes and Mk XII explosives are impossible to use and too expensive.

Soap: all I'm trying to do is make a system for bigger missiles because a Mk VIII missile in 1x1s would just look stupid.
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Postby Magic Soap » Tue Oct 06, 2009 1:19 pm

Suppose...
But then, just use LEGO PoOP Pieces like warhead parts and rocket fins.
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Postby Strana » Tue Oct 06, 2009 1:58 pm

just use the rules for my space bombardment torpedoes, basically uyou make a moc and give it motion rules SL, and then say its packed with explosive and an AI

Ai 4cp

SL 2 for 6" 12cp

movement flight 80cp 20"

explosive whatver you can represent
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