Starship Civilizations Conversion

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Starship Civilizations Conversion

Postby Arkbrik » Mon Oct 25, 2010 4:00 am

With nothing better to do I spent an afternoon converting the units of the 1998 Starship Civilizations to BrikWars 2005. Tell me what you think.

Code: Select all
===JOHAR, THE YELLOW RAIDERS===

=SPACEMANIAK=

Skill:   1d10
Move:    20"
Armor:   2d10
Size:    1

Specialty: HYPERACTIVE (+2 CP)

Every turn, a SpaceManiak must move at least 10" away from its original position, or its head will explode dealing 1d10 explosion damage.

A SpaceManiak gets two actions every turn.

Cost: 17 CP

===SETVIA, THE RED ROBOT SOCIALIST REPUBLIK===

=WORKDROID=

Skill:   1d4
Move:    6"
Armor:   2
Size:    1 (5)

Specialty: MENIAL WORKER (+1 CP)

A WorkDroid's Size counts as 5 for the purpose of Large Actions involving lifting or carrying.

Specialty: HALF MIND - SUBMISSIVE (+0.5 CP)

A WorkDroid must be within 5" of an intelligent friendly unit to take action, otherwise it will spend its turn moving towards the closest such unit as fast as possible.

Cost: 4 CP

=CYBERNETIK=

Skill:   1d8
Move:    5"
Armor:   5
Size:    1

Specialty: CYBERNETIK (+5 CP)

Cybernetix have all the abilities of normal Mechanix, except that when they are repairing or rebuilding vehicles, they can use minifig parts for spare parts.  In addition to their tools, they may be assisted by one or two WorkDroids, who each add 1d6 to all repair rolls.  Also, when rolling to build a new device from debris, they roll 1d8 instead of 1d6.

When acting as Medix, Cybernetix make their roll to save the patient as usual but must replace the wounded limbs with robotic parts.  These will usually work just like the originals, but if a Cybernetik is strapped for spare parts he might use something totally inappropriate, like a 2x3 Brik to replace a SpaceMan's legs.  Obviously, that SpaceMan is going to spend the rest of the battle in one place, unless other SpaceMen carry him around.

Cost: 11 CP

===MEIKON, THE BLUE FEDERATION===

=BLUE BERET=

Skill:   1d10
Move:    7"
Armor:   1d10
Size:    1

Specialty: INFILTRATION (+2 CP)

Any enemies that doesn't have a full, clear view (as in, not obscured by any cover at all) of a Blue Beret at the start of their turn can't charge or shoot at it, even if they move to a position where they can see it.

Cost: 9 CP

===AENNRI, THE GREEN AUTOCRACY===

=AENNRI SPACETROOPER=

Skill:   1d6
Move:    5"
Armor:   3
Size:    1

Specialty: AMBUSHER (+0.5 CP)

An Aennri SpaceTrooper has -1 skill when using post-medieval weapons, but +1 skill to all close combat attacks.

Cost: 4 CP

=SPACETINKER=

Skill:   1d6
Move:    5"
Armor:   4
Size:    1

Specialty: TRAPPER (+3 CP)

SpaceTinkers can create traps on the battlefield. This uses up their Action for one turn, and has an UR of 3. If they are successful, place a number of cylinder briks equal to the number rolled right next to the SpaceTinker. This is the center of the trapped area, which extends in all directions by a number of inches equal to the number of cylinders. Every time an enemy moves through this area, they will set off a trap on a 1d6 roll of 3 or higher. The trap deals 2d6 damage. Every time a trap goes off, remove one cylinder from the center, decreasing the area of effect.

Cost: 7 CP

===KIRSITI, THE bad KNIGHTS===

=JETEYE KNIGHT=

Skill:   1d12
Move:    8"
Armor:   2d6
Size:    1

Specialty: BEAMSABER (+5 CP)

All JetEye knights carry BeamSabers. These are two-handed close combat weapons with UR 5 and 2d6 damage, and in the hands of a JetEye Knight they can be used to parry any kind of attack except explosion damage.

Specialty: MASTER OF THE FARCE (+3 CP)

Just like Heroes, JetEye Knights can use one Heroic Farce Feat per turn, and lesser units can RedShirt for them.

Cost: 18 CP

===KRAAN, THE BLACK EMPIRE===

=DARK LORD=

Skill:   1d12
Move:    6"
Armor:   2d6
Size:    1

Specialty: BEAMSABER (+5 CP)

All Dark Lords carry BeamSabers. These are two-handed close combat weapons with UR 5 and 2d6 damage, and in the hands of a Dark Lord they can be used to parry any kind of attack except explosion damage.

Specialty: MASTER OF THE FARCE (+3 CP)

Just like Heroes, Dark Lords can use one Heroic Farce Feat per turn, and lesser units can RedShirt for them.

Specialty: FARCE LIGHTNING (+2 CP)

A Dark Lord can shoot Farce lightning from his hands. This hits automatically, has a range of 3", and deals 2d6 damage. If a Dark Lord uses this attack, he will have a Skill of 1d4 until the end of his next turn.

Specialty: HED CONTROLLER (+2 CP)

A Dark Lord can detonate any HEDs (Head Explosion Devices) on the field at any time he wants. This kills the HED-implanted person and deals 1d10 explosion damage.

Cost: 21 CP

=HEADHUGGER DROID=

Skill:   1d6
Move:    6"
Armor:   2
Size:    1

Specialty: HEADHUGGING (+2 CP)

In close combat, a HeadHugger Droid will always attempt to implant an HED (Head Explosion Device) on its enemy. Latching on to the head has an UR of 3. The Droid must then survive until the start of the next Kraan turn to successfully implant the device.

Specialty: HALF MIND - SIMPLE (+0.5 CP)

A HeadHugger Droid is programmed to move to the nearest person without an HED, and implant that person with one.

Cost: 6 CP

===PANTUS, THE GREY THREAT===

=PANTS LORD=

Skill:   1d6
Move:    5"
Armor:   2d10
Size:    1

Cost: 6 CP

=CRAWLING STONE=

Skill:   1d6
Move:    2"
Armor:   4d10
Size:    1

Specialty: CRUSHING (+1 CP)

A Crawling Stone can crush enemies against solid objects or other Stones. Make Armor rolls for the Stone, the crushed enemy, and whatever the enemy is being crushed against. The unit with the lowest roll takes 1 point of Size damage. If the Stone is not crushing an enemy, it can only make Shove attacks in close combat.

Specialty: HALF MIND - SUBMISSIVE (+0.5 CP)

All Crawling Stones are controlled by the Pants Lords of the army. If all Pants Lords are killed, all Crawling Stones cease moving and become normal stones.

Cost: 7 CP

=OMINOUS GREY PAIR OF PANTS=

Skill:   1d6
Move:    4"
Armor:   2d10
Size:    1

Kick: UR 2 Damage 1d6 Range CC

Specialty: HALF MIND - SUBMISSIVE & EXPLOSIVE (+2.5 CP)

All Ominous Grey Pairs of Pants are controlled by the Pants Lords of the army. A Pants Lord can command a dead Pair of Pants to explode, dealing 2d10 explosion damage. If all Pants Lords are killed, all Ominous Grey Pairs of Pants cease moving and become normal pants.

Cost: 9 CP
Remus: Harry... I'm a werewolf.
Harry: Are you fucking serious?
Remus: Well yes, but I don't see how that applies here.
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Postby mr.duckie » Thu Nov 04, 2010 5:01 pm

what? no pictures?
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Postby warman45 » Thu Dec 02, 2010 4:35 pm

just remember if anyone beams down with a red shirt there doomed!
<img src="http://www.heresy-online.net/daemons/adoptables/24408.gif" alt="Broken Adoptable Image"><br><a href="http://www.heresy-online.net/daemons/levelup/24408-algurath.htm" title="Level up this Daemon!">Level up Adoptable!</a>
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