by Strana » Mon Jun 29, 2009 12:12 pm
BrikWars supplement: minifig scale rules and guidlines
since large ships are a little different from normal mocs mainly in the amount of damage the can pump out and the limited health in the basic 2005 rules, large ships start becoming less powerful if awesome sights on a battlefield. this is my effort to recondish the rules for space or also they can be used as a base to large naval vessels.
Any MOC which purportes to travel in space and is over 12" long may use these alternative rules for building.
Hit Points, in the 2005 rules hit points = Structure level, here that doesn't change but some rearangement is made so that a vessel is more likely do die faster
HP follows the structure level purchased for the ship, roughly every 12" has 5 HP. so if you have a 24 in ship with 2 levels and those levels extend from nose to tail you have effectively 20 hp total, 10 per deck. deliniated along size 12" and level(story) of ship. Note on left over inches say your vessel is 18" those 4" still have a full amound of HP even though they are not otherwise the full 12" of a normal ship.
New guidlines for weapon creation
Heavy space vessels practically deserve more powerful weapons than any ground based attack system, as such they are only limited by the size of the ship. also as long as you can fit missiles or space topedoe on or around the hull they do not take up weapon inch length.
also remember a space vessel actually has its length x2 in weapon inch lengths with which to include weapons.
New weapons
explosive shell
cost----use----range-----dmg-----notes
2x.......ag........ag...........d8.........exp
shields
cost-----------use------range---dmg-----notes
10cp/d10.........-..........n/a......n/a.......see shields
A note on armor
you can have up to your SL of additional armor per HP section
Shields
Shields provide an all encompasing protective field, protecting from flying debris, missiles laser weapons, flying limbs and yesterdays tuna sandwich. shields are bought in increments of d 10's per 10 cp. to represent the shield generator somewhere on the moc bust be some sort of array that is anounced to be the shield generator. the length of the shield generator is the amount of d10 your allowed to purchase, you may have multiple generators.
the shield generator envelops the ship is a roughly sphericle manner 4 inches from the ship. this means any minifig planting a bomb on the hull does not get blocked by the shields. slow moving obsjects can move through shields.
shields are used by the player when an defensive strength role is required ie when attacked. you may use all the shield die in one attack or spread them out over several different attacks, though once they are used up they don't recharge until your next turn. this can create rolling shields were you have differing amount of protection from turn to turn
example:
a minifig within 3" of the ship decided to disable an AA battery that has been giving his buds trouble, and blew up his fighter. he is within 3 inshe of the hull so the shields don't absorb any of the attack.
example 2:
a massive missile bombardment hits the ship, seeing that the opponent is hitting with 6 class V missiles the defender decied that his hull SL of 4 and armor rating of two can pick off some of the missiles, so he has his shields spend 10 die to lessen the blow. the defender rolls 7,7,4,5,3,1,8,9,6,5,7,6,4,6,5,7= 90. while the attacker rolls, 1,4,6,2,5,4,5,3,8,6,7,5,6,3,4,2,6,5,7,6,4,5,6,4,2,8,7,9,9,5=151
this is survivable as his hull section takes one SL of damage compared to
5 points of SL that would otherwise be taken.
Up grades and devices
5cp defensive fire: a weapon that has this upgrade can shoot down missiles, and torpedoes. the use rating to shoot down a missile is inverse to size 5=use 2 4=3 3=4 2=1 1=0 thats right class I missiles are launched to closely to the ship for the targeting computers to track. to shoot down torpedoes its the guns use rating.
weapons on defensive fire could not have attacked in the previous turn as they spent thier time ready to stop incoming ordinance and gun size III and below may have defensive fire.
secondary bridge a secondary bridges control infanstructure may be purchased for 20 cp other wise in the event of a bridge hit shield and weapon controls are released to local control nodes.
Ship torpedoes
ship torpedoes are the heaviest weapons known to lego warfare specially build to be ship killers these weapon are every admirals best weapon and worse bane.
a ship torpedoe is priced as a standard MOC. however its small intelligence is only good in steering it twards its announced target and exploding itself once it gets there. dmg is 1d12/inch at a cost of 4 cp per d12, can be shot down by defensive fire weapons and starfighters.
Last edited by
Strana on Wed Sep 02, 2009 9:37 am, edited 1 time in total.
DARN
Heavy Destroyer Class Carrier Hybrid HODGEPODGE
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