Micro Space Wars by Lukas W.P. v1.8
Note that this is a work in progress game. If you have complaints, complements, ideas, or questions, email me: cloudcavalier@gmail.com
Please donÕt be scared by the length of this guide. The beginning sections just setting the groundwork, while the second and third portions are mostly just statistics. You can entirely skip over Ôspecial abilitiesÕ if you donÕt want to include them. Make the game whatever you want it to be. ItÕs still only 10 pages, right?
Table of Contents
1 Game Introduction
and Play
a. Materials
b. Player Turn
c. Objectives
2 Spacecraft
a. Classifications
b. Stats and Application
c. Targeting/Strafing
3 Weapons and
Attacking
a. Process of attacking
b. Weapons
4 Special Abilities
a. Field Defense
b. Hangar Bays
c. Infiltration
d. Comm Radar
e. Cargo Transport
f. Boosters
5 Everything Else
a. Credits
b. Things I might add
c. Appendix (ship stats, stand denotations, etc.)
[ 1 ] Game Introduction and Play
[ 1.a ] Materials
In order to play this game you will need:
1. At least 2 people willing to fight each other via small, plastic spaceships.
2. 6-sided, 8-sided, and 12-sided die. The more the better.
3. A Lego ruler- measurements will be in stud distances.
4. Paper and pencil/pen, because you gotta keep track of stuff.
5. Two or more small fleets of microscale Lego spaceships. See 2.1 for sizes.
6. An area of play. It can be anywhere you have a flat surface.
[ 1.b ] The Player Turn
When starting the game, the first thing you should do is decide on an order of people to take their turns in. Roll of dice is good.
During a persons turn, they must do the actions for one ship at a time. They may choose not to move or attack with all ships, if they want. Every turn, each ship can move its full speed (see 2b) and attack with every weapon it is equip with. The attacking may take place at any part of the movement- before moving, after moving, or halfway through moving (useful when attacking multiple targets).
Alternatively, replace the word ÔattackÕ with Ôuse special abilityÕ in the above paragraph. A ship may not attack and use its special ability in its turn, unless the ability is passive. There are additional exceptions to this process, but those will be explained later.
[ 1.c ] Playing Field
As stated in the materials list, the area of play (or field or whatever you want to call it) must simply be a flat surface. You may have it built out of Lego if you wish. Keep in mind that many capital ships are fairly large, and your field should be large enough to allow them to move about strategically. If all you have is a square foot or so, stick to just frigates and strike craft.
Feel free to add detail to the field as well. Things like debris, ghost ships, and space-worm carcasses add another level to the playing field and give things for ships to hide behind. Remember, ships can never fly through objects.
[ 1.d ] Objectives
For most games you will play, the objective will probably be a Ôlast man standingÕ kind of affair. If you do this, keep in mind that ships with no weapons should not towards the final ship standing.
There are many other objectives possible. You could make it so that first team to lose a specific ship (like cargo shipment or large capital ship) is the loser of the game. Whatever you wish the objective to be really. Here are some ideas:
-First to destroy 10 enemy ships is the winner
-Defend a moving cargo ship across the entire map to win
-First to destroy all of the teamÕs capital ships wins
[ 2 ] Spacecraft
[ 2.a ] Classification
There are three spacecraft classifications: Strike Craft, Frigates, and Capital Ships. When targeting ships, classification is taken into consideration. See 2.b for more on Accuracy.
Strike Craft are the smallest battle-capable ships in your fleet. They should be on a stand that is 2x2 studs, and should be no larger than 2x2x3 stud dimensions. Strike craft have a single weapon slot. Strike craft may ONLY equip autoguns, light turrets, lasers, bombs, and light missiles.
Frigates are the power of your fleet. They should rest on a stand that is either 3x3 or 4x4 studs, and should have dimensions no larger than 4x2x8 studs. Frigates are medium sized, and have slots for 2 weapons. Frigates may use all weapons except autoguns, lasers, defense lasers, and bombs. If desired, a frigate may spend both of its weapon slots to equip 3 light turrets.
Capital Ships form the backbone of your fleet. They too should sit on a 4x4 stud stand, and should not be larger than 6x6x20 stud dimensions. Capital ships are large, and have slots for 4 weapons. They may equip every weapon except for autoguns, lasers, and bombs. As with frigates, capital ships may utilize two weapon slots to equip 3 light turrets (maximum of 6 then). Additionally, Capital Ships may equip two defense lasers for just 1 weapon slot.
Note that the scales on these ships are all out of whack. Strike craft should be much smaller, frigates much smaller, and capital ships much bigger.
[ 2.b ] Stats and Application
Each ship has a certain set of stats. These stats are:
1. Name [name] – Either a classification or a personalized name for the ship.
2. Classification [CapS, Frig, SC] – You know what this is.
3. Armor [number value] – The amount of damage a ship can take before it explodes in a massive fireball!
4. Speed [stud value] – The number of studs a ship may move in a turn. Ships may move in any direction. Small ships may rotate at will, but Medium and Large ships must exchange 2 studs of movement for a 45¡ rotation in either direction. This is useful when strafing a target. (See 2.c). Medium and Large ships do not have to be facing the direction they are moving in.
5. Special Ability (if any) [name] – See section 4 for more info on these.
6. Weapons [names] – See section 3 for names and stats on these.
Every attack against a ship does a certain amount of damage towards the targetÕs armor (assuming the attack hits). This is what you need the paper and pencil for. When the armor reaches 0 or below, you may either remove the ship from play, or break it into little chunks littered around the field. Either way, the ship is ÔdestroyedÕ or ÔdeadÕ and may no longer carry out attacks, movement, or special abilities.
When moving a ship, place your stud ruler so that it touches the base of the ship, and point it in the direction the ship is going to move. Simply slide the ship down the ruler the amount of studs you wish, with the maximum range of movement specified by the speed rating. At the end of moving, the edge of the shipÕs stand should touch the last stud increment it moved.
Here is an example ship:
ÒRaging BullÓ Kassarian Multi-Role [frigate]
Armor:
25 Speed: 14
studs
No
Special Ability
Weapons:
Light Missile Tubes [x1], Heavy Turret [x1]
And another:
Xaylot ÔLanceÕ Fighter [strike
craft]
Armor:
9 Speed:
20 studs
No
Special Ability
Weapons:
Laser [x1]
And one more:
Rakanda Destroyer [capital
ship]
Armor:
45 Speed: 10
studs
{Hangar
Bay [4/2]}
Weapons:
Beam [x1], Heavy Missile tubes [x2]
[ 2.c ] Targeting/Strafing
In order for a ship to be able to attack, there must be a clear line of sight down the barrel of the weapon (missiles/melee donÕt count) to the target. Because strike craft can rotate freely, this almost does not matter. On ships that must rotate slowly, it makes turrets appealing, as they can rotate freely. However, there are still some problems.
For instance, if there is a turret on the left side of a ship, but the target it wants to hit is on the right side, it must spin a certain amount before being able to fire. Obstacles on the stage, other ships, and parts of the ship firing can get in the way of the target.
ÔStrafingÕ is the slow movement and rotation of a ship in order to maximize the number of weapons allowed to attack a single target at once. For missiles, it does not matter, as all missile weapons are auto-targeting.
This gets difficult when Medium and Large ships are equipped with Ion Beams. They must rotate until the weapon is pointing as close to the target as possible. I am not talking about range- because ships can only rotate in 45¡ increments, some ships will not be directly in line with the barrel of the ion beam. Just try to get it as close as possible. You and the guy you are shooting at can battle it out.
[ 3 ] Weapons and Attacking
[ 3.a ] Process of Attacking
When a ship decides to attack with one of its weapons (remember, every turn a ship may attack with all of the weapons it has), there is a certain process it must go through before actually doing damage to the target.
1. Declare attack.
2. Check range of weapon, and range to target.
3. Be sure of Line of Sight (LoS), if necessary.
4. Roll hit (A 12-sided die. Each weapon has 3 accuracy ratings, one when attacking Small crafts, one for Medium, one for Large. To hit the target, the attacker must roll equal to or above the number that corresponds with the size of the target in order to hit.
5. Roll damage of the weapon, and deal that damage to the armor of the target spacecraft. Congratulations, you just attacked!
If the target is not in range or there is no line of sight, the attack is cancelled. If the player repositions his/her ship, they may try again with the same weapon.
In addition, each set of missile weapon tubes is calculated in one hit roll and one damage roll.
[ 3.b ] Weapons
Note: I give generic names for the weapons here. Feel free to call them whatever you wish. Additionally, try making your own weapons for special occasions.
Autogun [Projectile]
Range:
10 studs Damage:
1d6
Hit:
4/3/3 (against small, medium, large respectfully)
Piece(s):
Invisible on strike craft
Light Turret [Projectile
Turret]
Range:
15 studs Damage:
1d8
Hit:
6/4/3
Piece(s):
Lever base with Lever
Heavy Turret [Projectile
Turret]
Range:
20 studs Damage:
1d12 -1 (minimum 1)
Hit:
6/3/3
Piece(s):
Binocular with optional flex tubing inserted
Laser [Laser]
Range:
15 studs Damage:
1d6+1
Hit:
6/3/3
Piece(s):
Screwdriver
Defense Turret [Laser
Turret]
Range:
10 studs Damage:
1d6-1 min. 1
Hit:
4/4/4
Piece(s):
Lever base without lever
Light Missiles [Missile]
Range:
25 studs Damage:
1d6+1
Hit:
4/6/6
Piece(s):
Travis brick with flex tubing inserted
Heavy Missiles [Missile]
Range:
34 studs Damage:
1d8+1
Hit:
9/4/3
Piece(s):
Travis brick
Melee (crazy I know) [Etc]
Range:
** Damage:
2d12+2
Hit:
13/3/2
Piece(s):
Anything pointy. Gears are good.
**
To be in range, there must be 1 stud or less in between the tip of the actual
melee weapon and the hull of the target ship.
Bombs [Etc]
Range:
8 studs Damage:
2d6**
Hit:
11/6/4
Piece(s):
Color-contrasting 1x2 grille tiles, or 1x1 tile clips
**
If a bomb attack hits a capital ship, the attacker has two choices. They may
choose to attack the general hull of the ship as normal, or they may target a
subsystem. If they choose the latter, they may choose one of 3 things to
target; The bridge (or sensor array), a weapon, or the engines. If they choose
to target a subsystem, roll an 8-sided die. If they roll a 1-2, the attack hits
the general hull but only does ½ damage, rounded up. If they roll a 3-5,
the attack hits the general hull and does full damage. If they roll a 6-8, the
subsystem is hit, and destroyed. The consequences for the capital ship:
Engines: You should damage or remove the engines on the ship attacked. The ship may only move ½ of itÕs regular speed, round up. The ship may still rotate normally.
Bridge/Sensors: Whenever the capital ship attacks, subtract 2 from its hit roll, and subtract 1 from its damage roll. Try to identify this by removing or partially destroying the sensors or bridge on a ship.
Weapon: A weapon system selected by the attacker is unable to attack. Multiple weapons can be disabled on one ship. Just try to remember the systems damaged as best you can. If possible, remove them.
Beam [Laser]
Range: Infinite Damage:
2d6+1
Hit: 12/5/4
Piece(s): Technic half-pin
Ion beams may not be fired unless the attack and target is announced the turn
before. If the target moves behind cover during that time, the attack is
cancelled, and the player with the ion beam may declare a new attack on the
turn they would have attacked. This makes it so that an ion beam may only fire
once every 2 turns.
[ 4 ] Special Abilities
Note: If a special ability is Ôpassive,Õ then it is always activated and does not take up the ÔattackingÕ portion of a turn. If it is Ôactive,Õ then the ship must forgo itÕs attacking phase in order to use the ability.
[ 4.a ] Field Defense (Active)
In replacement for one weapon slot, a ship may set up a defense shield system (you may build it however you want). Similarly to the ion beam, the owner of the ship must announce the activation of the field one turn prior to activation, and may not announce another activation when the field is activated. For the next round (from the activation during the turn of the player who activates the shield until it is his or her turn again), no ships may enter and no weapons can pass through a 15-stud radius around the ship. Weapons and ships may exit the field, however.
A blue clip on the stand designates a ship with FD. When the field is activated, attach a 1x1 round plate to the clip, and remove it when the field is done.
[ 4.b ] Hangar Bays (Passive)
Capital ships may have hangar areas (normally surrounded by grey or industrial yellow). A hangar bay should have 2 numbers associated with it- a maximum number of strike craft that may dock, and a maximum number of frigates that may dock (at one time). This number will look something like this: [x/y], where x is the number of strike craft and y is the number of frigates that may be docked at any one time. Other capital ships may not dock inside bays.
Remember that the scales of the ships are very far apart, so even if a frigate cannot possibly fit into the bay in actual Lego, it is allowed to in-game. To dock, a ship must be able to pilot itself directly into the capital ship with docking capabilities, as if it were going to ram into it. The ship docking is then removed from the playing field, and you must remember which ship it is docked with. The next turn, the docked ship is unable to move. The turn afterwards, it is placed outside the hangar bay, (try to put the ship as close to the bay as reasonably possible), and the ship is now fully healed and able to carry out a full turn of moving and attacking/using a special ability.
Hangar bays take up one weapon slot.
[ 4.c ] Infiltration (Active)
Frigates may forgo one weapon slot to equip themselves with infiltration pods (tan 1x1 tiles). To infiltrate an opponent Capital Ship or Frigate, the infiltrating frigate must be within 4 studs of the target. Then, instead of attacking or using a different special ability, the ship may choose to Ôinfiltrate.Õ The next turn neither the infiltrating ship nor the target ship may move. If the entire turn goes by where the target ship is not infiltrated by itÕs own teamÕs infiltration frigate (halting the infiltration), or the infiltrating ship is not destroyed, then the target ship is put under control of the team that infiltrated (designated by a flag attached to the stand of the infiltrated ship). It can be recaptured if the team it was originally on infiltrates it back.
An infiltration frigate should have a few ÔflagsÕ on its stand that represent the fleet or team it belongs to. If it succeeds in capturing an enemy ship, attach one of those flags to its stand.
[ 4.d ] Communication Radar (Passive)
As a substitution for a weapon slot, any kind of ship may equip Communication Radar. With CR, all allied ships within a 10-stud radius get +1 on rolls for hit, and +1 damage. Attach a red clip to the stand of the ship. Ships with CR often have large antennae, but it is optional.
[ 4.e ] Cargo Transport (Passive)
This is a very simple ability. A ship with this may carry as many cargo containers (square 1x1 plates with a 1x1 tile of the same color on top) as can fit on it. Nothing special, but cargo ships are good in scenario battles.
[ 4.f ] Boosters (Active)
A yellow clip on its stand designates a ship with boosters. If the owner chooses to, he or she may activate the boosters (place a 1x1 round on the yellow clip after boosting, and remove it at the end of the next turn), adding 10 studs to the shipÕs speed for that turn only. After the boost, the ship has no speed increase but may not use boosters again until the 1x1 round is taken off of the stand. Also, on the turn of boosting, the boosting ship may use no weapon.
[ 5 ] Everything Else
[ 5.a ] Credits?
I should thank nnenn for starting it all with some little blue doodles. Also, Tim and Scotty who added ideas and stuff to the game. Soren as well, who made me simplify the game more.
[ 5.b ] Things I Should Add
-Hyperspace/GravWell? Too complicated?
-Support Frigates/Repair drones? Might be too many new rules.
-Flares? Very possible.
[ 5.c ] Appendix
Shipname [classification]
Armor:
Speed:
Special
Abilities
Weapon
Systems
Weapon [type]
Range: Damage:
Hit:
Piece(s):
Average Strike Craft [strike
craft]
Armor:
~9 Speed:
~20
n/a
1
Weapon
Average Frigate [frigate]
Armor:
~25 Speed: ~12
n/a
2
Weapons
Average Capital Ship [capital
ship]
Armor:
~45 Speed: ~8
n/a
3
Weapons
STAND IDENTIFICATIONS:
Red: Comm Radar. +1 on damage and +1 on hit rolls for allies within 10 studs.
Blue: Shield Defense. After announcing, 15-stud radius ÔbubbleÕ created. Put a round 1x1 plate on the clip the turn it is activated, and remove it when the field is done.
Yellow: Boosters. +10 studs speed for one turn (1x1 round on the clip).
Also, if there are more than one ships on the field that are identical, I recommend attaching technic bushings to the stands to differentiate between them and their armor values.
Additional Note: FRIGATE WARFARE!
It is fun to play this game using frigates only. Frigate weapons only, frigate abilities only (that means to hangar bays), and frigate-only warfare! It moves faster and is easier to carry around, while still being fun to play.