ࡱ > %` bjbj . ̟ ̟ O O O O t $P , q t \Q \Q \Q \Q \Q S S S Mq Oq Oq Oq Oq Oq Oq $ Bs h u r sq #] ES ^ S #] #] sq \Q \Q q c c c #] F \Q \Q Mq c #] Mq c c r Ym T 6 Yn \Q PQ @% O i` < m Qo q 0 q m v a N v Yn v Yn S V * c X Z S S S sq sq b S S S q #] #] #] #] $F K K Brikwars: Deep Space Movement BDS uses a vector system to simulate realistic space combat. In this system, ships without their drives engaged drift at a constant direction and speed. Drives are only activated to change direction or accelerate/decelerate. Speed Speed is measured in inches per turn, which is a more or less self-explanatory term. Each ships speed is tallied by pips placed on its stand. No ship may exceed 60 inches per turn because above that speed radiation and particle shields cannot protect the ship and crew. For each turn the ship spends above that speed, the ship takes 5D10 damage per turn while each crewmember takes 2D6 damage per turn. Because there is no air resistance, a ship doesnt have to point its bow in the same direction as it moves (However, it can only accelerate towards its bow). In order to keep track of the direction of movement, construct a simple compass on each ships stand. This doesnt have to be complicated: it can be a 4X1 plate attached to the stand by a single stud, with some kind of marker on the end that points in the proper direction. If youre using altitude in the game, add a click hinge. For each click up or down, the ship gains/loses 1 unit of altitude per turn (use counters instead of stands so you dont have a minimum/maximum altitude). Acceleration A ships maximum acceleration or deceleration is given by its Drive Points, one of the most important values on its stat card. Drive Points represent the maximum thrust of the ships drive; one drive point allows the ship to accelerate or decelerate at one inch per turn each turn. You dont gain or lose DP throughout the game (with the exception of drive damage and repair). You may spend DP to accelerate, decelerate, or change direction at any point in your turn. For instance, a ship with 24 DP could spend 12 DP , move twelve inches, turn, spend 10 DP, move a further ten inches, fire at something, then spend its last 2 DP. A ship must point its nose in the direction in which it accelerates or decelerates. To decelerate, turn 180 degrees so youre flying backwards and fire the drive in order to slow down. Turning Turns are broken up into 45 degree increments. These need not be exact; when making a turn, round to the nearest 45 degrees to determine how far you turned. Ships can turn by up to 5 increments each turn (fighters may turn by up to 6). When moving at speed, you must also spend DP to make turns. For each 45-degree increment you turn, you must spend a number of drive points equal to your velocity at the beginning of the turn. This is the one area in which drive points are cumulative: if youre moving too fast to make a 45-degree turn, you can save up drive points over a number of turns until you have enough to make the turn. Docking In order for two vessels to dock successfully (whether using a landing bay or docking port) they must first be no more than 12 apart and moving in the same direction at the same speed. Ships cannot dock and un-dock on the same turn. The two ships dont necessarily have to be cooperating; a pirate ship could dock with a freighter just as easily as a friendly vessel could. This is one of the more unrealistic points of the game, but thats not the important thing. Combat All ship-to-ship combat involves four separate values: The Accuracy Rating of the gun which is currently firing is usually expressed by a number of six-sided dice. Smaller, less powerful guns are more accurate. The Accuracy Rating can be modified by the number of Sensor Clusters on the attacking ship. The Silhouette Value of the targeted vessel is a fixed number which tells how big of a target the ship is. Larger vessels have a lower silhouette value; in order to hit a target the attacking crafts Accuracy roll must be higher than the defenders Silhouette Value. The Silhouette Value is affected by the speed and direction of the target relative to the attacker and the number of ECM Clusters on the target ship. The Damage of the attacking weapon is expressed as a number of dice. The Armor of the defending ship is expressed as a number of dice. Gun Combat Combat with guns is relatively simple. First, of course, the attacking vessel must be within range of the target and able to draw an unbroken line from the muzzle(s) of the firing weapon(s) to the target. Simply roll all of the necessary dice, and youre done. Any one ship may fire multiple weapons of the same type in a Combined Fire Attack, in which all of the damage rolls are added together against a single Armor roll. In order to do this all of the guns participating must be able to hit the same spot on the targeted ship. A ship which has not fired any weapons may fire its guns on the enemys turn. The captain of that ship must announce that hes firing when the enemy makes his first attack. Missile Combat Missiles are miniature spacecraft in their own right. Though their maximum acceleration is much higher than that of even the fastest starfighter, they often take more than one turn (but rarely more than two) to reach their targets. A missile may fire at a target up to forty-five degrees to the left or right of its direction of launch. It un-docks like any normal spacecraft and proceeds directly towards its target, usually at maximum acceleration. However, missiles have a very limited amount of fuel. When you launch a missile, place a model of that missile on a stand. (If you launch multiple missiles at the same target, you can place a single model on a stand and use pips to show the number of missiles.) In addition to the usual stats the stand contains a stack of pips representing fuel. Remove 1 pip for each DP the missile uses. When the stack reaches zero, you cant use any more DP. When the missile gets close enough to its target that it can reach it next turn, it commences its final attack run. This is handled in the same way as a gun attack from the missile to its target. Simply roll the missiles accuracy against the defenders silhouette, and then roll the missiles damage against the defenders armor. Some missiles have a Proximity Detonator. If anything comes within 4 of the missile at any time, roll 1D6; you must roll 4 or more to hit. For each inch closer to the target, add 1 to your roll. If your Accuracy roll for the missile is only one less than the targets Silhouette value, the missile has come within range, and it detonates anyway. When a ships Armor is breached, it suffers 1 HP of damage. When a ships HP reaches zero, it is Wrecked. A Wrecked ship cannot move, fire, or use any other equipment, and cannot be repaired in the field by Mechaniks it can only be repaired if it is towed back to base. All minifigs on the ship take 2D6+2 damage. If a ship takes Overkill damage or is hit at all after it is Wrecked, it is destroyed outright and removed from the battlefield. Accuracy Modifier Table All modifiers are applied to the attackers Accuracy roll. Angle relative to attacker refers to the targets direction of movement relative to the attacker, not the orientation of the target ship. ECM and Sensors+1 if there is a Sensor Cluster on the attacking spacecraft-1 if there is an ECM cluster on the targeted spacecraftAngle of movement relative to attackerComing directly towards attacker-1~ 45 degrees-1 per 24 of movement~ 90 degrees-1 per 8 of movementMoving directly away+2Defender is stationary relative to attacker+2 Attacking components Instead of attacking a ship as a whole, enemy vessels can choose to target a specific part of that ship such as the engine or a gun turret or sensor cluster. In order to target a specific component, the ships guns must first be able to hit it. Any specific component of a ship has a Silhouette value of two more than the target ship and an armor value 1D10 less than that of the ship as a whole. All components have only 1 HP. Ship types There are different classes of ships based on size. Their stats are given below. Hull points determine how much equipment can be placed on the outside of your hull. Cargo space is measured in studs and determines how much space there is inside your hull. Power Generation determines how many energy weapons you can mount. All of the stats have a second number in parentheses. This applies to the Civilian version of that ship. If there is no second number, than the first number applies to both. Length measurements are taken along the ships longest axis. They have a fudge factor of three studs a 33-stud ship can still be a fighter, a 28 stud ship can still be a corvette. This is done so you dont need to compromise the aesthetics of your model because theyre just short of a certain class. Drones class 0 Drones are unmanned ships. Small and cheap, they are mainly used for short-range cargo carrying. Theyre also occasionally loaded with missiles and launched at the enemy. Because theyre not controlled by a live crewman, drones are generally small and slow-moving, to avoid causing major damage if theyre caught in an accident. A drones computer wont allow it to exceed a speed of 30 per turn. Length: 0-30 studs Base cost: 10 (5) Max DP: 10 Max armor: 1D10 Silhouette: 8 HP: 1 hull points: 10 (6) power generation: 3 cargo capacity: 40 Fighters (Shuttles) class 0 Length: 0-30 studs Base Cost: 15 (10) Max DP: 24 (18) Max Armor: 2D10 (1D10) Silhouette: 8 HP: 2 Hull Points: 12 (8) Power Generation: 6 (3) cargo capacity: 0 (60) Crew: 1 Corvettes (Cutters) class 1 Length: 31-50 studs Base cost: 30 (20) Max DP: 20 (18) Max armor: 3D10 (2D10) Silhouette: 7 HP: 3 Hull Points: 18 (10) Power Generation: 12 (8) cargo capacity: 80 (100) Crew: 2 Destroyers (Light Freighters) class 2 Length: 51-70 studs Base cost: 45 (35) Max DP: 18 (16) Max armor: 4D10 (3D10) Silhouette: 6 HP: 4 Hull Points: 30 (20) Power Generation: 20 (10) cargo capacity: 120 (140) Crew: 4 (3) Cruisers (Heavy Freighters) class 3 Length: 71-99 studs Base cost: 55 (45) Max DP: 16 (14) Max armor: 5D10 (4D10) Silhouette: 5 HP: 5 Hull Points: 40 (25) Power Generation: 30 (20) Cargo Capacity: 160 (180) Crew: 6 (4) BattleSHIPs (superfreighters) class 4 Length: 100+ studs Base cost 75 (60) Max DP: 14 (12) Max armor: 5D10 Silhouette: 4 HP: 6 Hull points: 50 (35) Power Generation: 36 (20) Cargo Capacity: 200 (220) Crew: 8 (6) Cost The Cost of a ship is equivalent to CP in a standard Brikwars game. In a Quick-Start battle, it is used if the players have a particular need to make their forces equal or roughly equal. In a full game, CP represents money; the more CP something costs, the more expensive it is to buy. To find out the points cost of a ship, start with its Base Cost. Multiply the Armor Value of the ship by three and add it to the base cost. Drive points cost 2CP apiece. Weapons cost what it says on their stats. Weapons and equipment In the universe of Brikwars: Deep Space, there are a great many ways for people to kill each other. Hull Points shows how many of a ships Hull Points the weapon takes up. When you run out of Hull Points, you cant mount any more weapons on a ship. Power Requirement tells you how much power the weapon needs. When the total power requirement of all your weapons equals the Power Generation of your ship, you have to stop mounting weapons on it. Guns Chaingun Cost: 6cp Hull points: 1 Power requirement: 1 Accuracy: 3D6 Damage: 1 Range: 36 Chainguns are practically useless against spacecraft, as their fire will bounce right off the hull of even a starfighter. Their true function is to attack missiles. A missile (any missile) has a Silhouette value of 10, but if you hit it its an automatic kill. Chain guns are usually represented by an axle piece. Laser Cost: 10cp Hull points: 3 Power requirement: 3 Accuracy: 2D6 Damage: 2D6+3 Range: 36 Particle Beam Gun Cost: 14cp Hull points: 5 Power requirement: 4 Accuracy: 1D6+2 Damage: 4D6+4 Range: 48 Railgun Cost: 16cp Hull points: 6 Power requirement: 4 Accuracy: 1D6 Damage: 6D6 Range: infinite Guns can be mounted on turrets or be fixed forward all fighter guns must be fixed forward. The advantage of a fixed-forward gun is that it can have a longer barrel, allowing it to focus energy beams more tightly or accelerate projectiles to higher speeds. When a weapon is fixed forward, its Damage roll gains a number of dice equal to that ships Class number. Chainguns may not be fixed forward. Missiles Some missile stats are different from gun stats. Size: Missiles come in large or small sizes; these determine whether they need a Large or Small launcher. Large launchers can fire both small and large missiles. Missile launchers are not mandatory for any missile-armed craft (missiles can simply be placed on exterior hardpoints), but they allow you to launch missiles stored in your cargo hold. They can only be emplaced on Class One or higher ships. Volume: this is how much cargo space a missile takes up. Blast Radius: some missiles have a large blast radius, allowing them to damage enemy ships even if they dont hit their targets directly. Large Missile Launcher A Large Missile Launcher allows you to fire Large and Small missiles stored in your cargo hold. Cost: 12cp Hull points: 2 Small Missile Launcher A small missile launcher allows you to fire Small missiles stored in your cargo hold. Cost: 10cp Hull points: 1 Rocket The most basic type of missile, rockets are unguided and powered by chemical fuel. Their low cost makes them attractive to pirates who raid slow-moving freight vessels and stations. Once launched rockets accelerate at their maximum speed in a straight line ahead of the ship that fired them (rocket pods may only be fixed forward or fired through forward launchers). Rockets are bought in packs of five. You may launch any number of rockets at once, but there is a -1 penalty to accuracy for each additional rocket you fire. Cost: 5cp for five rockets Hull points: 2 for five rockets DP: 18 Fuel: 36 Accuracy: 2D6-2 Damage: 3D6 Size: Small Volume: 8 (This represents the volume for the whole pack of rockets). Note: It takes 1 unit of Ore (see Trading section) to build 5 rockets. Anti-Fighter missile Cost: 4cp Hull points: 1 DP: 48 Fuel: 60 Accuracy: 2D6+2 Damage: 4D6 Blast radius: 6 Proximity detector Size: small Volume: 4 Anti-Capital Torpedo Cost: 8cp Hull points: 2 DP: 18 Fuel: 36 Accuracy: 2D6-2 Damage: 6D6 Blast Radius: 10 Proximity detector Size: Large Volume: 12 Like Rockets, Torpedoes may only be fired in a straight line ahead of the attacking craft and accelerate at the same speed each turn until their fuel is burned out. They are mainly used by fighters and corvettes. Anti-Capital Missile Cost: 10cp Hull points: 3 DP: 36 Fuel: 72 Accuracy: 2D6 Damage: 6D10 Blast radius: 12 Proximity detector Size: Large Volume: 16 Mine Cost: 5cp Hull points: 4 DP: 10 Fuel: 30 Damage: 5D10 Blast radius: 12 Proximity detector: the proximity detector is triggered at 8 instead of 4. The detector is set to ignore ships which have the proper IFF code. This code must be stored on a small computer hidden somewhere on one of your ships. This means that your ships can bypass the mines, but if an enemy hijacks one of your ships or captures the computer, they can do so as well. Mines have a silhouette value of 9. Size: large Volume: 18 Mines are dropped in space at the same velocity as the ship. They are in fact drones, capable of changing trajectory under the control of a person on the ship. Other Equipment Communications Array Cost: 12cp Hull Points: 4 Up to three ships with Communications Arrays can form into a single squadron, sharing all essential data between them. The main advantage of this is that when attacking, all of the vessels apply accuracy modifiers from the perspective of whichever ship the Captain wants. Communications Arrays can also be used to coordinate multi-ship Combined Fire attacks. To do this, the attacker must roll more than 5 on a six-sided die. Roll the die for each ship all of the ships which succeed the roll can participate in the attack. Ships which fail the roll can still make Combined Fire attacks with their own guns that turn, but cant make another attempt at coordinating with other ships. ECM Cluster Cost: 8cp Hull points: 2 When an enemy ship attacks a vessel with an ECM cluster, the attacker must subtract 1 from his Accuracy roll. YOU MAY ONLY HAVE ONE ECM CLUSTER PER SHIP Sensor Clusters Cost: 8cp Hull points: 2 When a ship with a sensor cluster attacks a target, add 1 to that ships accuracy roll. If an attacking ship is part of a squadron, you can add all of the sensor clusters in the entire squadron to the accuracy roll. To do this, you must roll more than 4 on a six-sided die. Sensors can only focus on one target per turn, so youll have to choose when to use them. YOU MAY ONLY HAVE ONE SENSOR CLUSTER PER SHIP Tractor Beam Cost: 10cp Hull points: 4 Range: 24 Tractor beams can be used to pull objects smaller than your ship towards you. If a ship catches an object as large as or smaller than itself in a tractor beam, that object immediately begins to move in the same direction and at the same speed as the ship. If the object in the tractor beam is larger than the ship, the ship takes on the speed and vector of that object. If the object in the beam is already moving at the same speed and in the same direction as you are, it is pulled closer by up to 24. Alternately, you may accelerate pulling the object behind you, even if the object in question is larger than you. (If it is, you may use only your normal DP) Tractor beam projectors arent very accurate, so they can only hit friendly ships or objects which arent moving. Space stations have powerful tractor-beam deflector fields which protect them from being pulled out of position by a pirate with a tractor beam. Friendly tractor beams can still hit the station, though. In fact, one of the major uses of tractor beams is to tow space stations from their origin to their destination. Some stations also have them to allow friendly ships to dock more easily. Customs Scanner Cost: 5cp Hull points: 1 Range: 18 Customs Scanners are used by spacedock officials to scan for illegal goods such as Alcohol. When scanning an incoming ship, roll 1D6. If you roll a 3 or higher, the owner of the ship has to tell you (TRUTHFULLY) if there is Alcohol on board. If he lies, hit him with the Hammer of Discipline. Minifigs Minifig combat on board ships or space stations is resolved at the end of each persons turn, using the Brikwars 2001 combat rules. No vehicles are allowed inside of ships or space stations. A ship can hold 4 times as many passengers as its class rating. Extra passengers can pile into the Cargo hold (Minifigs take up 8 studs in the cargo hold). Minifigs directly involved in operating the ship (e.g. pilot and crew) are not counted as taking up space in the passenger area, and NONE of these restrictions apply to a ship which is docked or being boarded by enemy troops. Minifigs have a Silhouette value of 9. While combat on the ground typically plays itself out between courageous, handsome, muscle-bound troopers, space is the province of the bespectacled, 99-pound nerds. Although a Crewman can plot an evasive course through an asteroid field while exchanging missile and laser fire with an enemy destroyer, if hes given a personal weapon and told to defend himself against enemy boarders, hes more likely to cry and run away in the other direction. Fortunately, a minifigs Skill rating does not affect his performance in space combat. To function fully in combat, a ship needs as many crewmen as it says in their Crew requirement stat. If it has less than the required number of Crewmen, it can still maneuver but has a -1 penalty to all attacks for each missing crewman. A single crewman can pilot a Military ship, but he cant fire any of the weaponry. It takes an entire crew of regular Minifigs to do this. Every once in a while, a Crewman suffers from low self-esteem and decides that his problem is that he needs to get in shape. Purchasing a home exercise machine (often several home exercise machines) he sets out on a 20-minute-a-day exercise program which the infomercial assures him will make him the envy of his crew and also let him pick up girls on shore leave. What really happens is that as soon as his captain notices him doing this, he is transferred to the Marines and put through Trooper Training School. Marines are like regular Troopers, but trained in extra-vehicular activity and ship operation. Equipped with a jetpack, they can cross to the hull of an enemy ship, crawl across it with the help of their Magnetik boots, and force an airlock to get inside. Once there, they can capture key objectives, sabotage the ship from the inside, or even take it over if they have the time. Fighter Pilots are born leaders with a great deal of initiative. (Read: theyre egomaniacs who refuse to follow orders or, indeed, work with anyone else). Hiring a fighter pilot in the role-playing game is notoriously difficult. After finding one in a space station bar, you need to buy him a drink and listen for a whole turn as he recounts the heroic-but-politically-inconvenient action that resulted in his discharge from the military. Then youll be able to hire him. Pilots view capital ships as nothing more than targets or roving sources of fuel, ammunition, and alcohol, and refuse to have anything to do with them besides occasionally coming in to refill. Boarding There are several ways to board a ship or station. The most obvious one is simply to dock with it, but Marines can also use jetpacks to fly across to the targets hull. Once they hit the targets hull, they use their magnetic boots to crawl to the nearest airlock and enter. Marines are trained to take the shock of ramming full-tilt into a spaceship hull, but if they do so at a combined velocity of more than 10 per turn, they take 4D6 damage. Interior Equipment All spacecraft class 2 or above must have detailed interiors containing certain pieces of equipment: something representing the engine and a console for each Crewman aboard. The Engine must be made up of at least six pieces, but it doesnt need to be detailed; it can just be a big block. The engine and each console have an AV of 2D6 (or 1D10+2 if you want to be consistent). If a minifig attacks a console and overcomes its AV, that console is destroyed. Destroying a console has the same effect as removing a crewman: subtract 1 from that ships accuracy roll for each console destroyed, but as long as there is one left you can still fly the ship. When you overcome the AV of the engine, remove 1 block from it (or more, if you can do Overkill damage.) When the engine is destroyed, the ship cant maneuver. Mechanix are extremely useful on board ships, since they can repair these vital systems. A Mechanik with a 1cp jetpack can also go outside the hull to repair exterior damage and rebuild destroyed components. VI. Space Stations Space stations are large, immobile structures which play a key role in Brikwars: Deep Space. As well as being tactically valuable, they can also repair and replenish your ship or even modify and expand it. Space stations come in two basic varieties: Mining platforms and Spacedocks. Mining platforms, which are usually built on asteroids, produce raw materials, while spacedocks refine those into equipment and ships. Theyre also good places to find minifigs looking for work. Like spaceships, stations are organized into classes based on their size. Calculate points for them in the same way as you would a spaceship they have zero DP. For a mining platform, the production per day statistic refers to the amount of Ore harvested per turn. For a spacedock, it refers to the amount of Ore the dock can convert into products per day. For spacedocks, the production value is cumulative: you can save up points for two turns to make something you cant make in a single turn. The Crew statistic tells you how many people are needed to operate the stations equipment. For each crewmember missing, production is reduced by 2. When there are no crewmembers left, production drops to zero. All stations have a number of consoles equal to their crew requirement. All mining platforms have a single airlock. All spacedocks have a number of airlocks equal to their class plus 2. Spacedocks class 1 and above have a Bar, where a captain can hire crew members. To hire a crewmember, you have to pay him an amount equal to his CP cost. A regular minifig can become any kind of unit except a Fighter Pilot, depending on what you need. class 0 Length: 0-30 studs Base Cost: 10 for a mining platform, 20 for a spacedock Production: 10 Max Armor: 2D10 Silhouette: 7 HP: 2 Hull Points: 12 Power Generation: 6 cargo capacity: 60 Crew: 1 class 1 Length: 31-50 studs Base cost: 20 for a mining platform, 35 for a spacedock Production: 20 Max armor: 3D10 Silhouette: 6 HP: 3 Hull Points: 18 Power Generation: 12 cargo capacity:100 Crew: 2 class 2 Length: 51-70 studs Base cost: 35 for a mining platform, 50 for a spacedock Production: 30 Max armor: 4D10 Silhouette: 5 HP: 4 Hull Points: 30 Power Generation: 20 cargo capacity: 140 Crew: 3 class 3 Length: 71-99 studs Base cost: 45 for a mining platform, 60 for a spacedock Production: 40 Max armor: 5D10 Silhouette: 4 HP: 5 Hull Points: 40 Power Generation: 30 Cargo Capacity: 180 Crew: 4 class 4 Length: 100+ studs Base cost: 60 for a mining platform, 75 for a spacedock Production: 50 Max armor: 5D10 Silhouette: 4 HP: 6 Hull points: 50 Power Generation: 36 Cargo Capacity: 220 Crew: 5 Trade Although much of Brikwars: Deep Space is focused on combat, combat isnt everything. At the very least, you need somewhere to sell loot and buy weapons, right? The basic unit of trade is the Credit. One credit equals 1 CP. Credits are stored in a digital account (you keep track of them on a sheet of paper) and accessed with a Computer, which is represented by a 2-stud decorated tile. Money can only change hands if both parties have computers. A ship with a computer on board can carry out a transaction anywhere on that ship or on any ship or space station docked to it; the computer does not have to be at the exact location where the transaction is taking place. All vessels and space stations, with the exception of fighters (but NOT civilian class 0 spacecraft) must have a Computer, though the computer does not have to remain stuck to one spot. If a computer is captured, an enemy minifig may take 2D6 X 10 credits from the computer before the banking hub detects the intrusion and cuts off the system. A minifig with the Hacking specialty (+1cp) can take up to 3D6 X 10. Ore is the most basic commodity you can buy and sell. It is mined in Mining Facilities, then shipped to Spacedocks where it can be made into almost any product you could ask for. One unit of ore is the size of a 1X1 block, meaning it takes up one unit of space in your cargo hold. Mining platforms sell ore for 1 credit per unit, while Spacedocks buy it up for 2 credits per unit. The table below shows the amount of ore it takes to make various objects: ProductAmount of OreClass 0 ship/station10Class 1 ship/station20Class 2 ship/station30Class 3 ship/station40Class 4 ship/station50Small missile1Large missile3Any non-weapon piece of equipment4Chaingun or Laser3Railgun or Beam Gun4Personal Weapon, personal equipment, Alcohol, or food1Repairing ships costs 5 credits for every subsystem or point of damage which is repaired. There are other jobs for which you wont be readily able to find how much money to charge (i.e. move this laser from a fixed-forward mount to a turret mount) these all cost 5 credits. The only commodity besides ore which NPC space stations will buy and sell is food. Food is sold for three credits per unit. Mining platforms will buy it for 5 credits. Alcohol can only be made at a space station with a bar. Space stations ration very strictly the amount of alcohol sold to their crews so they wont get drunk during working hours. For each ten bottles of Alcohol sold to a space station, station productivity drops by 2. ALWAYS round up just 1 bottle of Alcohol will cause a drop in productivity! Therefore, it is illegal to sell alcohol on other space stations. Pirates can sell it through the black market, and if youre trying to attract a fighter pilot you may need to buy some for him, but ordinary captains cant sell it. Alcohol costs 3 credits and is sold for 7, making it twice as profitable as food. Occasionally NPC stations will buy up other goods if there is a need for them. For example, you could hire out troops to stations which have just repelled boarding attacks and taken casualties, as well as sell them personal weapons and replacement missiles if the stations have launchers for them. Whether or not a particular station will buy these extra goods is determined by the GM or, if there isnt one, by popular vote of all players present. If a player controls a station, he may set prices as he sees fit. The Roleplaying Game: A Few Details The full roleplaying game allows you to take on the role of a starship captain. Earn money legally or illegally, upgrade your ship, and fight opponents. Starting out Unlike a single-battle game, players in the roleplaying game dont start out with their entire fleet pre-built. There are four different styles of play or affiliations each with its own benefits and each affiliation has a different way to start. Military you have a single fully crewed Class 1 military ship with four turreted lasers. (127cp) Bonus: Every time you kill an enemy MILITARY ship, you get a bonus equal to that ships base cost. Pirate you have a single fully crewed Class 1 military ship with two fixed-forward lasers and four Marines armed with Gyro Pistols (163cp) Bonus: You can sell Alcohol through the Black Market at any spacedock. Businessman You have a fully crewed Class 1 mining platform and a Civilian class 1 freighter with 2 turreted lasers. (124cp) Bonus: You can sell ore to NPC space stations for 3 credits instead of 2. Since you get it for free, it all really adds up. Merchant you have a class 1 spacedock and a class 0 civilian freighter (97cp) Bonus: You get your own spacedock, so you can upgrade, build and repair your own ships for free. NPC stations and ships Not all stations will be player-controlled. NPC-controlled stations provide neutral ports allowing any ship to dock, so long as they dont make trouble. Just like player-owned stations, NPC stations have limited reserves of Ore (although they have unlimited reserves of money). They also have their own Computer, so you can still drain their accounts if you capture the station. Space stations controlled by NPCs usually have one Trooper armed with a gyro rifle for every crewmember. If the Troopers are attacked, they will fight back. Once the troopers are killed the crewmen will surrender to whichever player has attacked the station. Some NPC stations also have their own freighters to buy up Ore. These freighters rarely do anything but fly between the station and the nearest Mining Facility. Similar to NPC stations, these freighters are fairly well-defended. If a Game Master is overseeing the game, he controls all of the NPC stations. If there is no Game Master, than the NPC stations operate on autopilot, following a simple set of behaviors. If an NPC station or ship is attacked, control of its defense is given to the player with the least interest in the outcome of the battle. If he is found to be orchestrating events to his own benefit, apply the Hammer of Discipline to his cranium immediately, forcefully, and repeatedly. NPC Missions On some battlefields, you can find mercenary work. A few NPCs will give you missions ranging from securing an object to assassinating another important figure. These missions are picked out by the Game Master before the beginning of the game. NPCs are not allowed to give missions requiring you to attack another player as a primary goal, but you may be asked to retrieve an objective which a player has inadvertently captured. Asteroids In a roleplaying game, mining facilities can only be built on asteroids. Aside from any player-owned mining facilities and one or two NPC mining facilities, most asteroids are empty at the start of the game. Each asteroid can only accommodate one facility at a time, so theyre a tactical resource which should be used wisely. In order to get a mining facility from the factory station to its host asteroid, youll need to tow it with a tractor beam. Salvage A vessel with a tractor beam can capture wrecked enemy ships and haul them back to a dock where they can be refurbished. Restoring a wrecked vessel to service costs the Ore and/or CP that it cost to build in the first place. Of course, it would be wise to clear out any surviving crew members or troops inside the hull first. Winning in the Roleplaying Game The winning team shall be the first team that wins. The Microscale Version The Microscale Version of the game allows you to play with larger fleets and larger battlefields. The following changes are made to the rules: Missiles now hit their targets in a single turn, like guns; however, ECM clusters incur a -3 penalty to missile accuracy rather than the normal -1 penalty. Also, Minigun weapons incur a -2 penalty per weapon against missile accuracy. Ship and station sizes are changed to the following: Class 0 1-5 studs Class 1- 6-12 studs Class 2- 12-20 studs Class 3- 20-30 studs Class 4- 30+studs All Military class 0 ships travel in squads of four and a squad costs 4x the stated price; you can choose to do this with civilian class 0 ships as well. To save parts you can build a single model representing the entire squadron, and use pips on the stand to mark the actual number of ships in the squadron. Boarding combat can be handled in a number of ways. One option is to simply not have it at all. Another is to assume that each ship carries a full complement of boarding troops. When a ship is boarded, the attacker and defender use die rolls to find out if the boarding successfully captures the ship or not; each boarding troop is worth 1D6. If the attackers roll is higher, he takes over the ship. If the vessel is carrying cargo, he can choose to offload it onto his own ship. If the defenders is higher, the boarding is repelled and you should mark that ship in some way to show that all its troops have been eliminated and it cant engage in boarding actions again until it resupplies with more troops at a base. If the rolls are equal, the attackers troops survive and the ship is considered wrecked with all internals systems destroyed. It cannot maneuver or fight again until it is towed back to port and refurbished. The cargo on that ship can be moved onto the attackers vessel if he so desires. Finally, you could build separate interiors for your ships and stage battles with minifigs there. This isnt recommended, since you have more ships to control and adding minifigs as well would be rather time consuming. Altitude: With the smaller and lighter ship models of the microscale version, its easier and more convenient to break the plane of the map for three-dimensional space combat. Add a clicky hinge to each ships compass, and support it on a stand made out of 1X2X5 bricks. Each 1X2X5 brick represents one unit of height. For each click the hinge moves up or down, the spacecraft ascends/descends one unit per turn. Changing climb/dive speed by 1 unit requires 2DP; this is to discourage you from going up or down too fast and running out of room. Interstellar campaigns: Going even further, playing the Micro Version in somebodys house opens up the possibility of interstellar campaigns, with different rooms/marked off areas being different solar systems. Ships travel between systems via jump drive, which can only be activated once the ship is a certain distance from the planet. The planet is off to one side of the room, while ships must reach within 5 of the other side to jump. Regardless of allegiance or past actions ships can land on any planet to resupply. However, additional possibilities of wars between planetary governments might occur if you brought, say, your entire college dorm into the game. Players who start out with the Military affiliation are employed by a certain planet. The GM moderates and declares when someone has committed an act of war. Crewman 4cp Skill 1D6-2 Move 5 Armor 4 Specialty: Ship navigation (+1cp) Crewmen are uniquely skilled in operating a ships computers. A single crewman can pilot an entire ship, while several of them can pilot the ship, man its weapons, and also keep its Mr. Coffee in operation 24/7. Marine 10cp Skill 1D6+2 Move 5 Armor 7 Specialty: Jet Pack (+1cp) All Marines have a Jet Pack with 10 DP, allowing them to cross over to enemy ships and board. They also have a spacesuit, of course. Specialty: Ship navigation (+1cp) Marines are able to operate a ships computer, allowing them to fly a vessel theyve captured. Fighter Pilot 10cp Skill 1D6+2 Move 5 Armor 7 Specialty: Fighter Piloting Fighter Pilots can push a ship to the limit of its performance envelope. Add 2 to each roll made by a fighter with a Fighter Pilot. However, Fighter Pilots cannot crew any other type of ship. L ~ R * + 7 8 d q r y z P e 0 + @ K ` º²Ҳʲʚʢ hL 5OJ QJ h