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jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."
As if we care. More explosives!

kidko wrote:As for d3's, the way they usually work is to roll 1d6. 1-2 = 1, 3-4 = 2, 5-6 = 3.
jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."
As if we care. More explosives!
pesgores wrote:Can be used in BrikSpace if time is running short. Ships here are those who must carry a crew, so small craft doesn't count.
Marine Parties
-When a ship comes in 1" range of another, the ship that closed in's turn may choose to board the enemy using a Marine Party (MP).
Marine Party
-Must be bought separately for each ship. Has a strength going from 1 to 6. Cost is calculated [2 x S(trength)].
-When boarding, you have got to take if they have any Marine Parties into mind:
-If they haven't, the ship is automatically taken over by the attackers.
-If they have, they have to fight a battle for the ship.
Battle for the Ship
-To determine who wins a round, each MP will always roll 1d6. Add it to the strength and you'll get the final result. The MP with the highest result wins the round. Tie die rolls must be repeated. There are no critical successes.
Phases of the BftS
1-AMP (attackers) and DMP (defenders) both roll the dice
-Does AMP prevail? Go to 2
-Does DMP prevail? Go to 4
2-The AMP have successfully entered the ship. Roll again
-Does AMP prevail, again? Go to 3
-Does DMP prevail this time? Go to 5
3-The ship is now under control of the AMP and the DMP is completely eliminated from game
4-The invasion is immediately repelled. The AMP is eliminated instantly.
5-The AMP have now 2 options:
-Retreat? Both MPs will end undamaged and the AMP will return back to the ship
-Keep fighting? Go to 6
6-The AMP strikes again. This is the only time they can strike back.
-The DMP is once again successful? Go to 4
-The AMP pwns? Go to 7
7-What happens now?
-They pwn again? Go to 3
-They fail to secure the 2nd blow in a row? Go to 4
This may seem dificult to take track off, but it works in other situations. here is an example:
-The Dementor, a critical flagship, is invaded by the LGS Forces
-The AMP (LGS) has a S of 5, the DMP (Dementor's MP) has a S of 4
1-The AMP rolls 3; the DMP rolls 3; the AMP wins the first round and they penetrate the ship (5+3=8 > 4+3=7)
2-The AMP rolls 2; the DMP rolls 4; the AMP are pulled back (5+2=6 < 4+4=8)
3-The AMP decide to fight back; they roll 6; the DMP roll 1; the AMP is successfully going inside the ship's main quarters
4-The AMP rolsl 5; the DMP rolls 5; the AMP prevails once again.
The LGS Forces have captured The Dementor.
MasterEcabob wrote:kidko wrote:As for d3's, the way they usually work is to roll 1d6. 1-2 = 1, 3-4 = 2, 5-6 = 3.
Mind=Blown
Why didn't I think of this?
jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."
As if we care. More explosives!
jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."
As if we care. More explosives!
jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."
As if we care. More explosives!

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