Ship Boardings: Fast Rules

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

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Postby Olothontor » Thu Jul 02, 2009 3:50 pm

Nice. I don't buy enough sets, and therefore get few minifigs. And usually when I DO buy a set and get a few figs, they're scrapped soon afterwards for something I'm building... hands always go first.
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Postby jifel » Thu Jul 02, 2009 3:53 pm

Perhaps I will have a forum battle, brikspace style, after DD.

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Postby Olothontor » Thu Jul 02, 2009 3:55 pm

Hell yes. I'm totally in as soon as it goes up.
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Postby MasterEcabob » Thu Jul 02, 2009 5:17 pm

I've got a Brikspace forum battle coming up hopefully sometime in July that will include boarding action. Unfortunately it will go pretty slow since I'll be in camp most of the time then.
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As if we care. More explosives!
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Postby Olothontor » Thu Jul 02, 2009 7:51 pm

Hmmm. That is unfortunate. Oh, well. Such is life. Not everything is Brikwars (unfortunately).
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Postby pesgores » Fri Jul 03, 2009 6:52 am

Olothontor wrote: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?


Well, it's up to the players what they decide to do with it. Disable then leave it, start controlling it or destroy it upon leaving it.

lrdofbricks wrote:what if theres two temas of marines in one ship?


They can attack as much times as they want, but only 1 per turn and per attack.

You can use these rules wherever, whenever you want. Just credit me for them. :wink:
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Postby benkim123 » Fri Jul 03, 2009 7:15 am

Sure!
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Postby Olothontor » Sat Jul 04, 2009 10:23 am

Thanks again, friend.
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Postby Theblackdog » Mon Jul 06, 2009 7:34 am

Actually I also wrote my own fast rules for ship boarding. Basically, ships with the Boarding ability can deploy boarding parties against targets up to 3" away. A boarding party can choose to either Sabotage the ship or capture it. Capturing the ship transfers control of the ship to you, and requires a die roll of 5 or higher to accomplish. Sabotaging the ship is a bit more complex. Roll 1D6 and refer to these results:
1-2: the boarding party is eliminated.
3: the weakest weapon on the target ship is destroyed.
4: the strongest weapon on the target ship is destroyed.
5: the target ship's special ability is disabled.
6: the target ship's engine is disabled.
If the attacking ship in a boarding attack (Sabotage or capture) is a capital ship (Destroyer class or larger), add 1 to your roll. If the defending ship is a capital ship, subtract 1 from your roll.
Frigates may carry 3 boarding parties, destroyers may carry 5.
Last edited by Theblackdog on Mon Jul 06, 2009 9:41 am, edited 1 time in total.
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Postby Olothontor » Mon Jul 06, 2009 8:03 am

Ah, and now it comes down to which is more efficient.
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Postby benkim123 » Mon Jul 06, 2009 8:54 am

This one sounds more reasonable.
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Postby Theblackdog » Mon Jul 06, 2009 9:40 am

Also:
Boarding Torpedoes: a ship with the Boarding Torpedo special ability may deploy up to 3 Boarding Torpedoes (acceleration 12", silhouette 9, armor 1D6, 1 HP, fuel for 4 turns) per game. Instead of flying up to an enemy vessel and exploding, these torpedoes ram the enemy ship and release a squad of marines into the target ship. A boarding torpedo's boarding squad has the same strength as a frigate's boarding squad, but you can combine boarding attacks from 2 or more torpedoes for more strength.
Boarding torpedoes are equipped with powerful retro rockets to decelerate just before impact; if the torpedo runs out of fuel before it can find its target, it can use the rockets to come to a complete stop so that its mothership can retrieve and re-use it.
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Postby 501stCadians » Mon Jul 06, 2009 11:38 am

Using these rules today,teaching my lil bro Brikwars... He's building a small ship and an astriod base to fight over. It's all rainbow,even the quickey ship i made is multi. Boarding ship!
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Postby benkim123 » Mon Jul 06, 2009 11:46 am

I will surely use the boarding torpedos in my brickspace games! :)
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Postby pesgores » Mon Jul 13, 2009 6:38 am

Theblackdog wrote:Actually I also wrote my own fast rules for ship boarding. Basically, ships with the Boarding ability can deploy boarding parties against targets up to 3" away. A boarding party can choose to either Sabotage the ship or capture it. Capturing the ship transfers control of the ship to you, and requires a die roll of 5 or higher to accomplish. Sabotaging the ship is a bit more complex. Roll 1D6 and refer to these results:
1-2: the boarding party is eliminated.
3: the weakest weapon on the target ship is destroyed.
4: the strongest weapon on the target ship is destroyed.
5: the target ship's special ability is disabled.
6: the target ship's engine is disabled.
If the attacking ship in a boarding attack (Sabotage or capture) is a capital ship (Destroyer class or larger), add 1 to your roll. If the defending ship is a capital ship, subtract 1 from your roll.
Frigates may carry 3 boarding parties, destroyers may carry 5.


Hmmm. You do state the difference between BP from Big ships, but BPs can be different from each other, as a Capital Ship can be empty and a small corvette loaded with bloodthirsty troopers. Ouch.
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