Ship Boardings: Fast Rules

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Ship Boardings: Fast Rules

Postby pesgores » Thu Jul 02, 2009 7:02 am

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.

Any comments?
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Postby benkim123 » Thu Jul 02, 2009 8:08 am

Great idea!
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Postby ahp77 » Thu Jul 02, 2009 8:20 am

I concur.
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Postby Olothontor » Thu Jul 02, 2009 9:31 am

Great, thanks pesgores! Just one question: what happens once a ship is taken over? Is it just disabled, as the Marines you sent in are busy attempting to keep the crew quiet (and/or killing them off), or does the AMP get to use the ship on a successful takeover?
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Postby Tuefish » Thu Jul 02, 2009 10:53 am

Probably depends on the ship's condition and the strength of the boarding party.
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Postby Olothontor » Thu Jul 02, 2009 11:12 am

Hmmm. I'm not sure. I don't think it should be a variable thing... I'm thinking either or. Just to simplify things.
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Postby MasterEcabob » Thu Jul 02, 2009 11:16 am

Or you could make it so a simple victory allows you to disable the ship while a critical success (which is more likely the greater the strength of the party due to all the +1s) allows you to control it.

Of course the easier method would be to do a brikwar on the ship itself, but obviously that won't always be possible.
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Postby tahthing » Thu Jul 02, 2009 11:17 am

i think combat betwen ships should be just viewd as normal, with an apropriat skill roll for jumping between ships or grappleing.
your rules are quite complex.
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Postby Olothontor » Thu Jul 02, 2009 11:24 am

Not always, Ecabob, you're right, but for our purposes it suits just fine. Presuming I get the okay to use these, they will be instated in the following BrikSpace forum battle.
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Postby jifel » Thu Jul 02, 2009 12:00 pm

Interesting, but TBD's solution in Brikspace is much better. Build the interior of the ship, and duke it out!

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Postby lrdofbricks » Thu Jul 02, 2009 3:10 pm

what if theres two temas of marines in one ship?
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Postby Olothontor » Thu Jul 02, 2009 3:11 pm

They get to add both bonuses. Or at least, that's my immediate answer. Not certain how well that'd actually work, because that could get overpowered real fast if not done right.
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Postby jifel » Thu Jul 02, 2009 3:32 pm

Just duke it out... Brikwars is about SEEING your minifigs bash each others brains out!

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Postby Olothontor » Thu Jul 02, 2009 3:46 pm

I don't have the minifigs to pull that off. Someone else can, yes, but it physically can't happen in my campaign. I have a grand total of ten or so minifigs that aren't skeletons. The rest of them are scattered, or dismembered, all across my five boxes of LEGOs. There's no way I could assemble crews for EACH fleet...
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Postby jifel » Thu Jul 02, 2009 3:47 pm

Hm. I have close to 150 Minifigs across my room, most in my form battle.

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