This is a fan made unofficial Brikwars supplement I made to make rules for use in a space enviroment. Please feel free to use and or alter these rules for your own playing style's .
Space is a dangerous place and to survive in space you need certian tecnology and equipment. For a minifig to survive in space he needs the following
when any pressurised object (such as a vechile with life support) suddenly has an opening in it all non secure objects inside the object are sucked out at a rate of 15" a turn until they are outside. This process only works for 2 turns, after which any minifigs with space suits and air will still survive. Any minifigs without these will not even if they are in the vechile.
Warp drive engines allow ships to travel at increibly fast speed, this is only intended for large scale battles taking place over massive area's, I use a Star Trek based system using warp factors to jude speed
|WF (warp factor)||Speed (metres per turn)||Example||Cost|
|1||1.5||Early experimental ship||30cp|
|2||2||Early space ship/small shuttle based craft||35cp|
|3||3.5||Early medium ship i.e. frigate||40cp|
|4||4.5||Early battleship or cruiser||50cp|
|10||Infinitesimal||Super highly advanced ship||130cp|
As you can see the movement involved is stupid, these rules have been designed with large battlefield's such as gardens in mind. A ship can enter warp at the start of its movement phase, at which point the ships controller, choses the warp factor and the ship moves that EXACT distance, a ship can only move up to its max warp factor, if a ship enters warp it can not do anything else for the turn.
Life support systems enable space ships or stations to support life. The maximum amount of mini-figs that can survive in the creation equals the 'life support rate' so a life support system with a rating of 20 will support 20 mini-figs to work out the cost of the system use the following formula.
So a life support rating of 10 would cost 20cp.If more mini-figs are on a ship than the life support can handle once during the end of the players turn the 'weakest' mini-fig aboard dies, this can be decided in any number of ways including dice rolls. Until the life support system can handle it, for every multiple of 4 over the life support rating an extra minifig dies.
to get a shield you need to chose a 'shield level', shield levels go up to 10 and indicates the number of d10's that make up the shield, everytime an attack is done, instead of an armour roll a shield roll is done instead, and if the shield roll is surpassed any remaining damadge is done to the ship, and the shield level is reduced by 1, when the shield level reaches 0 the shield is destroyed. Shields of this type cost
shield ratings related to a ships warp factor i.e a warp factor 5 ship would generally have a level 4-5 shield, although this is not a rule just a suggestion.
|Ship class||Size(studs)||General armament||General speed||General warp speed||General armour|
|Sloop-of-war.||20||Low amount mixed.||Slow.||3||Low.|
Single large gun or low amount of medium guns.
|Frigate.||70||low amount mixed.||Medium.||5||Low.|
|Destroyer.||100||Anti enemy ship guns such or missiles.||Medium.||7||Medium.|
|Cruiser.||150||Medium amount mixed.||Medium.||7||Medium.|
|Battleship.||200||Heavey and medium weaponary.||Slow.||8-9||Heavey.|
|Dreadnaught.||200||Heavey weapons only.||Slow.||8-9||Very heavey.|
|Battlecruiser.||200||Heavey and medium weapons.||Medium.||8-9||Heavey.|
This gragh is only a rough guide, also 'General speed' refers to sub warp speeds.
Worm holes are holes that allow travel between long distances that would take months for starships to travel, obviously space battlefields aren't complete without them.
place two markers or if your good with bricks you could try making one, and any ship passing into a worm hole will emerge at the exiting worm hole.
'Space gates' are machines that can dial up other space gates and create mini worm holes
the use to activate a space gate is 1d4. Minifigs can only go through space gates if space gates are large enough, super space gate's large enough to fit ships through are possible yet rare, once a gate is activated it usually stays open for two turns, if more power is given to it, they can stay open for up to 10 turns. Ships can have space gates aboard they cost 40cp.
Black holes are massive deadly holes that destroy everything that comes close to them.
Any object that pass within 4 times the black holes radius, from it's center is pulled towards it at 1/2 metre a turn, unless a ship can go to warp (or be tractor beamed out) the object will be continue to be pulled into the black hole and when it reaches the centre *CRUNCHBOOM* XD. The usual black holes radius is 3/4 of a metre.
Organic ships are ships made out of Living organic material or are actual living creatures, That have some impressive abilities, such as regeneration, self control and adaption. Any organic ship has a armour level of 7d10, even though normally it only goes up to 6d10.every other turn an organic ship can regain a size level and regrow lost sections, up to its orignal size level. if a breach happens in an organic ship it automatically seals after one turn. Organic ships are not allowed to have shields but can have infinite life support for free and only have to pay for level 6 armour level.
Have you ever woke up and thought "why have normal human minifigs when i can have alien species that can do things that the normal fig cant dream of" or "god I need to lay off the, 172% pure squeezed orange juice"? So basically this section is load of modifiers to make unique alien civilisations, that allow you to use up some of the different lego minifig heads, like the star wars, or space police ones. I Recomend giving a species up to 2 abilities that DONT conflict.
Life sucking:a species with this can use there action to suck the life out of any enemy within touching distance. if a player uses this both the sucker and the sucked, roll there skill, if the sucker's roll is higher than the sucked, the enemy is killed and next turn the sucker gets +1 on everything except on sucking which he gets -1 on, if he does manage to succesfuly suck the life of someone else next turn the turn after he gets +2 bonus on everything except sucking which he gets -2, this is cumulitive. If he fails his sucking though the sucked, is allowed one suck-response on the enemy even if he has no action to be used as a response, he can use his response before the attempted sucking or after with his suck-response if he has a response to use from last turn. Life sucking abilities cost 4CP.
psychic:psychic's can use there action for the turn for one mild pyschic ability i.e chucking plant pots 2", reading minds, or controlling easy to control vechiles. If a pyschic uses this ability they roll there skill and if it equals or surpasses 3 they carry out there pyschic ability. cost 4CP.
Tough as no-more-nails:any strong aliens with this atribute get, +2 bonus on health and they get +3 to any strength related action but get -2 on any brain related action. cost 1CP
Tough as that daffodil he picked earlier:these guys are smart clever ingenuitive, and very very, punifl, any species with this atribute get, +5 to any brain related action, an -5 to any strength related action. cost 0CP
Ascention backlister:Certain races have devoted theselves to becoming superpowerful gods of pure ABS. every turn roll a D20 on a critical succes the minifig becomes made of pure ABS, and get all there stats trebled, and effectively become 'ghosts' movement wise such as flying moving through walls etc. cost 10CP.
Backstabber's:any race with this ability get +4 bonus with anything to do with anything to do with helping allies, but if they drop them as alliance FIRST they get +4 bonus against them for two turns. (this is good for forum battles as it makes the person thinking of allying them think wheter the enemy will value the +4 bonus on the enemy long enough to set up a heavy cannon behind there enemy) cost 10CP
merciles:evil races with this ability get +2 bonus on anything evil and -2 on everything 'nice' including alliance related actions.cost 0CP.