Capital Ship Card

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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Capital Ship Card

Postby Kaplan » Mon Feb 17, 2014 3:47 am

I know that Brikwars is about fun and more complicated rules makes no game more fun but I enjoy creating new ideas about wargaming.

I have created "Capital Ship Cards" These cards enables players to use some new technological abilities like planetary bombardment and beaming support units during the game.

These capital ship cards are purchased/rented with specific CP at the beginning of the game. If you purchase one which is really difficult (nearly impossible) because of the huge amount of CP you can fictionally command the ship as you would any other vehicle. If you rent one then it represents capital ship in the orbit. Here is an example card I have created for the M-Throne Empire Faction:

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Comments and critisism is mostly welcome.
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Re: Capital Ship Card

Postby The Shadowscythe » Mon Feb 17, 2014 4:42 am

Actually, this is fuck awesome.

I'll be in my bunk.
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Re: Capital Ship Card

Postby SwedesInSpace » Mon Feb 17, 2014 8:21 am

:twisted: this is a beutifl thing. such a good microbuild i like the turrets (but star destroyer much?)
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Re: Capital Ship Card

Postby Quantumsurfer » Mon Feb 17, 2014 8:37 am

Kaplan, I like you. This is a very pretty presentation.
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Re: Capital Ship Card

Postby Battlegrinder » Mon Feb 17, 2014 11:32 am

Seems like a cool idea, especially the support actions. Given how many people here have spaceborne factions or whatnot, I think these rules might see a fair amount of use (I know I'm going to use them).
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Re: Capital Ship Card

Postby Zupponn » Mon Feb 17, 2014 3:43 pm

You could possibly do this for artillery strikes as well.

Maybe catapult or trebuchet strikes for medieval factions too?
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Re: Capital Ship Card

Postby Battlegrinder » Mon Feb 17, 2014 4:36 pm

Zupponn wrote:You could possibly do this for artillery strikes as well.

Maybe catapult or trebuchet strikes for medieval factions too?


Could work, but most medieval or ground based armies can usually bring their artillery onto the battlefield with them. Plus, you'd start having issues with the "after 12 inches, objects take 1 turn to hit the target" rule once you start firing shells from that far off.
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Re: Capital Ship Card

Postby Brikguy0410 » Tue Feb 18, 2014 1:32 pm

I have an adding,

Beam me up Scotty

Roll a d6 on a roll of 5 or 6 move one unit of your chooseing into reserve, when you return them to the field, restore all there health
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Re: Capital Ship Card

Postby Battlegrinder » Thu Feb 20, 2014 6:22 pm

Brikguy0410 wrote:I have an adding,

Beam me up Scotty

Roll a d6 on a roll of 5 or 6 move one unit of your chooseing into reserve, when you return them to the field, restore all there health


Sounds workable. I don't think the healing bit will be needed (we have mechanics and medics for that), but being able to redeploy units on the fly can come in handy. Given how powerful that ability would be, there would have to be a pretty high cost attached to this power.
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Re: Capital Ship Card

Postby IVhorseman » Sun Feb 23, 2014 5:13 pm

Minifigs don't even have health anyways.
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