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  1. "Hey guys, check out what I got off of Kirkslist, the seller didn't want very much for it. I wonder why? It's brand new and it runs... alright." Front Angled Side Rear Other Side Bottom Dense Traffic Mode Construction Folds for (relatively) easy transport! Full Gallery (When Public) ---------------------------------------------------------------------------------------- Another MOC, this time, a hoverbike. Not much to say beyond that, I suppose. This will be posted elsewhere, for future reference.
  2. I'm a "90's Kid," so various LEGO themes from that decade are close to my heart. This most definitely includes the space themes, especially Exploriens. So without further ado, I give you my Exploriens Orion Class SHIP: The Exuberant. (Microspace. Minifigs would be so cramped in something like this.) You'll notice it looks different on the other side: This Neo Exploriens ship was inspired by the Orion of Stargate Atlantis, and boasts a length of 103-studs and about $140 in BrickLink orders as well as use of my own pieces (a SHIP has to be over 100 studs long). At BrickFair 2011 I even lit it up: (It's just taken me three years to finally take photos, but even with these I think I'll try another shot at it at the end of the month.) This currently resides at the LEGO Store at Potomac Mills in Woodbridge, Virginia, in WAMALUG's Window to the Community display for March: (See more.) You've seen the other Neo 90s Space ships I've posted these past few days, including Insectoids, Robo Force, UFO, and Ice Planet 2002. All of these Neo 90s MOCs pay homage to the original themes but explore building with pieces, colors, and techniques of the present. While I've built various space ships between this big guy and now, it still remains as one of my best works and a source of inspiration for me, making me want to build another, and better, SHIP. Those of you who knew this blog entry was long overdue, thanks for being patient. I hope everyone likes it! I've made a topic in the forums, but I don't mind if you post here too/instead. More pictures can be found on BrickShelf and Flickr. -CF
  3. I adore the space themes of 90s LEGO sets. From Exploriens to Insectoids, I was all over intergalactic travel and battle. Not content to leave the 90s in the past, I took my ship building up a notch and built a SHIP (Seriously Huge Investment in Pieces) in 2011. The result is this piece of microspace, the Exploriens' Orion-Class starship The Exuberant: (See more on BrickShelf and Flickr.) (Yes, microspace. Minifigs would be so cramped in something like this.) You'll notice it looks different on the other side: This Neo Exploriens ship was inspired by the Orion of Stargate Atlantis, and boasts a length of 103-studs and about $140 in BrickLink orders as well as use of my own pieces (a SHIP has to be over 100 studs long). At BrickFair 2011 I even lit it up: (It's just taken me three years to finally take photos, but even with these I think I'll try another shot at it at the end of the month.) This currently resides at the LEGO Store at Potomac Mills in Woodbridge, Virginia, in WAMALUG's Window to the Community display for March: (See more.) Surrounding the SHIP are more microspace 90s creations from my favorite themes, updated to account for two decade's worth of pieces. These Neo 90s MOCs pay homage to the original themes but explore building with pieces, colors, and techniques of the present. (These were build last week. Not three years ago.) Neo Ice Planet 2002: Neo UFO: Neo Robo Force: Neo Insectoid: What's next? Hopefully some Neo Blacktron II and something smaller for the Exploriens. Once again, please see more of the Exuberant on BrickShelf and everything on Flickr. (Other ships' links above the image.) The Exuberant will be making it's fourth appearance at BrickFair VA in August, and I see no reason why I won't tote the rest along as well for a full-on nostalgia attack. -CF
  4. Just like my Micro Neo-Ice Planet ship I made a few weeks ago, I have expanded my Neo-90s Space output with another starfighter: Neo-UFO! The goal of "Neo Space" is to create sci-fi designs (ships, rovers, etc) influenced by the shapes, colors and concepts of the old space theme being imitated while taking advantage of today's wider array of pieces, colors, and building techniques. I'll take some 360-degree pix once I find my UFO 2x2 tile for the center. Again, this is for an upcoming display of mine. I have a few more days free to build, so I'll be making some more revamped/updated 90s space themes in micro. -CF
  5. For a Micro Neo-90s Space display I'm working on: Have to take advantage of this snow before it melts, right?! -CF
  6. "Hey, you there! Yeah, you!" "Got problems? Got people you need hunted down? No job's too tough for me, R3X The Bounty Hunter! Whether it's a bail jumper, a deadbeat, or just that one guy you really hate, I can track 'em down across the galaxy for as low as 60,000 credits per individual! I also do pest control." Front Left Right Back Pose 1 Pose 2 Pose 3 Full Gallery (When Public) Another MOC, this time, a robot. Tried to make him as poseable as possible while staying within a certain size. Very few fiddly connections, and he's surprisingly sturdy, all things considered.
  7. Hey y'all! Haven't posted here in eons. *Dusts off computer* Anyways, here's a topic with my entries to the Save the Alien Hunters Space-themed Contest. I have a total of two entries, and they're both LDD-made. I've recently been practicing with LDD, and I think it does show on these MOC's. I've managed to develop somewhat of a style, with weird construction angles' being its defining point. Along with the entry pics is a small descriptive paragraph of each MOC. Kinda like the descriptions you get with most LEGOTM sets nowadays. Entry 1: Ballad's Muscle Machine "Nothing says muscle quite like a heavily-armed, and armored, space-mech with a giant fist, arm-mounted plasma cannon and turret-mounted rotary blaster with flick-fire missiles. And to top it all off, a tri-nozzle jet engine to catapult the giant battle machine into the depths of space! Your enemies won't realise what's coming, until Burt Ballad has taken them all out!" Main: http://www.brickshelf.com/gallery/Darksiders/LegoDigitalDesigner/SPACECONTEST/balladsbuster.png Back: http://www.brickshelf.com/gallery/Darksiders/LegoDigitalDesigner/SPACECONTEST/balladsbusterback.png Side1: http://www.brickshelf.com/gallery/Darksiders/LegoDigitalDesigner/SPACECONTEST/balladsbusterside.png Side2: http://www.brickshelf.com/gallery/Darksiders/LegoDigitalDesigner/SPACECONTEST/balladsbusterside2.png Entry 2: Glee's Warpsaw Flyer "It's time to literally send those pesky aliens to the point of no-return! This monstrous flyer hailing from Glee's home planet has numerous battle capabilities: Hover over the alien scum and shred them to bits using your tri-saw attachment at ridiculous speeds; or deploy the warp-drive functionality that separates the vehicle into two parts; a multi-dimensional warp-gate to send your enemies to unknown places, and an agile starship armed with laser blasters and a giant thrust engine. That will teach the aliens never to mess with the Alien Hunters!" Main: http://www.brickshelf.com/gallery/Darksiders/LegoDigitalDesigner/SPACECONTEST/gleeglider.png Separate: http://www.brickshelf.com/gallery/Darksiders/LegoDigitalDesigner/SPACECONTEST/gleeglider2.png Back (starship): http://www.brickshelf.com/gallery/Darksiders/LegoDigitalDesigner/SPACECONTEST/gleeglider_back.png Gate deployed: http://www.brickshelf.com/gallery/Darksiders/LegoDigitalDesigner/SPACECONTEST/gleeglider_exitinggate.png Best of luck to everyone participating, and expect a bit more from me over the course of the next couple weeks.
  8. Starscape Sixty Stars Formed of nuclear fire, blazing with light and life, held together by the spiteful pull of gravity, the sixty stars of the Starscape Cluster are a powder keg. Intelligent life has long lived on these stars, peacefully unaware of each other. But now that comes to a close; the Light Barrier is broken, and suddenly the thick, overpopulated Homeworlds look out, and see realms they can colonize. But they also see enemies, competition, those who would stamp out their species and claim the realm for themselves. And now, you command your species. Will they conquer the stars by laser, sword, and railgun? Or will they be peaceful, colonizing and growing free of war? The choice is up to you. --- Starscape is an RTSRPG, where players control and roleplay an entire species in a thickly populated Star Cluster. The RTSRPG format has its own dedicated following, but that’s all the more reason to get into it; if you have any questions, one of the regulars will be happy to help. Interacting With An Entire Universe Controlling an entire species may seem hard at first, but it's simple to get the hang of. Here's a quick example of a normal fight between ships. IC: Alarms sounded aboard the Skelvan Battleship as radar signatures from the edge of the trojan belt came in; four ships, Alansik by their configuration, had appeared some two million miles away. Knowing that was far outside missile range, the Skelvan Captain gave the order to sight in with his Frigate's laser. A kill at this range would be the wildest stroke of luck, but he had to try, knowing reinforcements would be arriving as soon as they could, since the planet's warning system sent out the alert the moment the radar signatures came in. IC: “Transition successful, all systems nominal, wait.” A lieutenant on the Alansik lead cruiser reported. “Laser damage to the outer skin of the ship. Looks like they're hitting us already. Minimal damage, but that means they've found us.” The Alansik Captain sighed, and gave the order to move at full burn towards the Skelvan planet. Now, the important part here is that the player controlling the Alansik let the Skelvan player have the hit; if he'd just declared the Laser was an outright miss, it wouldn't be fair. But by ensuring the Skelvan's laser didn't do much damage, and it wouldn't at that range, he kept it fair for both sides but still sensible. And that's the most important part, keep it fair but sensible. Don't go breaking too many laws of physics. Building Your Empire The first step to playing the game is to design your species. This is a very open-ended process, but drawing inspiration from your favorite science fiction series can be a good idea. Once you have a basic idea down, take a look at the Advances post. You get six points to spend. These points are spent on physical advantages, advanced technologies, the setup of your system before the game begins, your species’ society and, most importantly, which form(s) of Faster-Than-Light travel you use. If you have ideas for another trait you want for your species, feel free to drop me a PM. There’s also technologies that everyone has, in the Common Technologies post. Once you’ve created your species, they need a Homeworld. Drop me a PM, and I’ll create a star system for you; the maps, linked below, show both what type of star each system has, and which species owns which stars. After that, you’ll need to design your starships; check out the Ship Design post; it’s a good explanation of how Starships ought to be set up. Once you have that, your empire should be good and ready to go. Industry In Starscape, every species’ economy is built on two resources; Money and CHON. Money is an abstract idea of value, representing whatever your species use for currency. It’s mostly used for buying metals and paying your spaceship’s crews. CHON, by contrast, is four chemical elements; Carbon, Hydrogen, Oxygen, and Nitrogen. These six chemicals are used in nearly every form of life, and are highly useful for other functions. It it helps, think of CHON as a Food resource. CHON and Money are both produced by Planets; a planet that has been civilized for a long time produces more than a fresh colony. This is explained in depth in the post on Resources. Colonization Colonizing a planet is a long, expensive process. The first step to it is building a Colony Ship. If you’re colonizing something in a solar system you already have a planet in, a colony ship is basically a steel can with engines, a radar, and the materials you need to start your colony. If you’re headed to another star system, you can do just as well by slapping a Faster Than Light drive on the ship and call it a day. Colonizers can be reusable, or they can disassemble on use to give the colony extra raw materials to work with. Once your colony is set up, it produces the resources listed for its planet type in the Resources post. The Ancient Past Civilizations rise and fall. With the terrifying, destructive weapons utilized in war among the stars, this is even more true for spacefaring civilizations. The current set of races in the Starscape Cluster are hardly the first. Previous civilizations left great ruins, but most have decayed. Only a few, held in Stasis Fields, have escaped the rush of time, These Stasis Fields, thus, are very valuable, containing ancient technologies, powerful and sometimes beyond comprehension, or other secrets of the far past. The Outsiders The Outsiders are a species in the Starscape cluster who do not own any planets, or any other central power base. They live entirely on starships, and never pass the speed of light, preferring the cold darkness to the reckless terrors of high-speed travel. An Outsider ship will occasionally drop into a system, often looking to replenish its resources by selling technological oddities before heading out again. Rules 1: BZP Rules Apply 2: Use IC and OOC 3: No godmoding, auto-hitting, or auto dodging 4: Yarn 5: Be respectful of myself, Rover, and especially your fellow players. These are other people's thoughts, work, and in a lot of cases, opinions out in text, so be nice. 6: If you don't know of a scientific or practical reason you couldn't do it, you can try it. It might get shot down by the GMs, though. Try anyway, we might be asleep 7: Anyone who invokes Godwin's Law by making deliberate parallels to Nazis, Fascist Italy, or WWII Era Imperial Japan will have a -1 penalty to all their planets’ Money and CHON production for three days. Calling someone Hitler or a Nazi(even jokingly) is -2 for one week. Joining Up The process for joining is simple; Fill out this form, and PM it to me. Username: (Obvious) Species Name: (Make it interesting!) Biology: What do they look like? What chemicals are their bodies built on? Do they have DNA, or some other way to pass genes on? What do they eat? Government: Generally, by the time it reaches space, a species will have tried enough systems to figure out what works best for them. So what do your guys use? Democracy? Theocracy? Communism? Democratic Communist Theocracy? Psychology: Species can have wildly different ideas of thought. A human, finding an ancient superweapon that once destroyed all life, might think "How terrible if any race but mine should find this" But a Kzinti, on the other hand, would think "Now I can conquer the galaxy, as is my right." So how do your people think? History: (Why are they in space? Why do they use the government they do? Details like that) Homeworld Name: (Humans call our planet Earth for a reason. Why do these people call their world what they do?) Homeworld Location: (Try for one that's not taken.) Map Color: (So we can see what you own) Advances Taken: (You get six points worth) Now get out there, conquer the stars, and have fun! Note: Everyone gets a free, small, scout style ship to explore with at the start of the game. However, your Treasuries do begin empty. Political MapAstrographic Map
  9. This is a MOC that's been lying around for a while. I think that it's built pretty well. The G24 Light-Fighter is ready for space action! The ship can traverse 285 Miles in an hour, holds one minifigure, and has two quad-barreled laser machine guns. Main Photo https://sphotos-a.xx.fbcdn.net/hphotos-frc1/843855_155490731271321_1766189201_o.jpg Rear https://sphotos-b.xx.fbcdn.net/hphotos-ash3/792392_155490761271318_1158785820_o.jpg Detail on weaponry https://sphotos-b.xx.fbcdn.net/hphotos-frc1/819358_155490777937983_879217961_o.jpg Bottom view https://sphotos-b.xx.fbcdn.net/hphotos-frc1/820676_155490794604648_197194445_o.jpg Stand (I was bored, really.) https://sphotos-b.xx.fbcdn.net/hphotos-prn1/775703_155490807937980_1281087697_o.jpg Top View https://sphotos-a.xx.fbcdn.net/hphotos-frc1/843032_155490844604643_400641777_o.jpg I am open to any thoughts/opinions about this model. Please comment!
  10. Flickr The Luminous Cuttlefish, spacecraft of the intrepid Teuthian pilot Squishy McSquiddles, with which McSquiddles explores the far reaches of the Gafflar Nebula.As I rarely build with System, and generally am pretty poor at System builds, many thanks to Peterlmorris of Flickr, whose cockpit boxes provided a great base for this fighter. :DAlso, Galaxy Squad sets are awesome and Warp Stinger probably has the most useful parts collection out of any set I've bought in years.Hopefully a new topic in SBC will draw more attention to this unfortunately sparse forum. ~B~
  11. I've made it a point to get 2 of every helmet seen in the second wave of Space Police III (grey), the white and pink spacemen, the black cyborg, and Alien Conquest (weird light blue) (is that all?) in recent minifig history. So if i want even just one of all the pretty Galaxy Squad helmets, looks like I'll have to get each set. Which sounds like an awesome idea! -CF
  12. Here is another new theme for 2013, which seems to be TLC's official realization of the Space Marine project on Cuusoo.http://www.flickr.co...ton/8201537201/http://www.flickr.co...ton/8202630924/(Note: before anyone asks, these images are 100 percent legitimate. They were taken at a TRU store in Winnipeg, Canada, which means they are available for anyone to buy)
  13. Some of you may remember that back in 2010, I posted a topic on the old forums for a fan created game I was working on, "LEGO Time Cruisers". The topic died, but the project did not.And and over two years of hard work later, I have finished it.However, this is very different from the Time Cruisers game I originally set out to make. The game is now titled "L E G O S I N S P A C E: THE GAME" and follows the epic journey of a space captain as he survives the crash of his spaceship, fights off Blacktron forces, and saves his home planet from the evil Constructor. With five massive, action-packed environments, a fully orchestrated soundtrack, witty writing, carefully crafted 3D models, and graphics that put Crysis to shame, this is is one game you won't want to pass up!Don't believe me? Check out these screenshots!And if you think that's impressive, just wait until you actually play it!Windows download:http://www.mediafire...q7p1mdt0m4vcet0Mac download:http://www.mediafire...n70b9qinhm9o8k9Enjoy, everybody! I hope you have as much fun playing this masterpiece as I had creating it! Be sure to post reviews and suggestions!
  14. The newest Mars rover, "Curiosity," is now reportedly just hours away from landing on Mars has landed on the surface of Mars!I thought we should take the time to soak in the fact that our technology has advanced so much in the past 50, almost 60 years since the first US Moon landing.What do you guys think there is in store for space exploration? Where do you think we're headed (both literally and figuratively)?I was saddened by the dismissal of the space shuttle program, but am in equal amounts delighted at the privatization of space travel. It'll be a great opportunity for people who can afford it, and soon, I hope to see organizations that can help anyone hitch a ride to space for a few hours.But I was also delighted by the dawn of a new era of science--recently, the Higgs boson was discovered (and confirmed), yet the journey to define the laws of all things is not ending, as the transition is slowly turning towards dark matter, antimatter, and quantum science.I'm amazed at where the world is going and I'm glad to live in a generation where all these crazy and awesome discoveries are being made. What are your thoughts?-SK
  15. " There is no "overkill", only "open fire" and "I need to reload!".So, anyone else read this webcomic? I got into it sometime in November and recently finished reading the archives from Longshoreman of the Apocalypse and onward. My general opinion of it: It's really, really funny.
  16. This is the topic to discuss Lego Star Wars theme. I think the way the present their Star Wars stories is interesting, the comedic slapstick-comedy style works well, despite that fact that the actual Star Wars movies and books are more of an adventure or action(or soemthing like that ) themed. I also want to see the Padawan Menace, which apears as if it too will be a very amusing tale told by lego, has anyone seen it that has anything to say about it?
  17. I spelled flyer incorrectly, didn't I?During the downtime, I put a lot of time into MOCing and building with my collection. I already posted Lego Racers, but I thought I'd post these two more creations, both Space themed.First Is this Spyrius Flier:FrontSideBackThe landing gear is retractable.It occurred to me after finishing this that Spyrius has no use for a fighter like this- all of their sets centered around observing with flying saucers and then moving in to steal the satellites with giant robots. I did my best to remedy this fact by adding a satellite grabbing arm. It hides underneath the flier and folds out.Here's a shot of the whole thing with the landing gear up.Next is this Space Police outpost:The idea behind this one is a modern Space Police officer discovering this long forgotten outpost. Inside, an old officer is still at work.This was one of my first attempts to make a larger model. I think it turned out alright, but I wish I had more tiles to smooth it over...FrontBackTopThe windows open. So does the door.SatelliteThe roof is removable.InteriorBedroomThat Blacktron looks like he's been in there a while...ControlsSome sort of spinning thingComments and criticism greatly appreciated.
  18. Well, since people have begged, here's my stuff for Starscape: Ships Sepiida-Class Fighter Class Size: Fighter Class Function And Description: A Sepiida is a one-man fighter that is used in a support role. They are usually carried on Typhoon-class Dreadnoughts, but also on starbases. It is a sleek ship, with the MAC in front of the central cockpit, and two arms extending back, then angling forward from the side with an autocannon on each. A long projection extends back above the engine. Titanium armor. Either Sui'Malo or Bivalvi pilot. Class Weapons: 1 MAC or plasma missle launcher, two plasma cannons. Actinaria-Class Starbase Class Size: Starbase Class Function And Description: The starbases around Treanu keep it safe from enemy attack, and are full of weapons. They appear as long pillars with three oval-shaped parts around it, making it thicker. These can fold out, becoming a weapons platform, while the pillar forms the NHR. Class Weapons: One NHR, one carrier bay, One battery of autocannons, one atomic missle launcher, and a particle beam cannon. Cnidaria-Class Colonizer Class Size: Colonizer Class Function And Description: The largest ship is a bit bigger than a Typhoon, containing most of the needed terraforming tools. It has mostly smooth edges, with short, wide rectangular glowing pieces poking out in some places. Four glowing 'wings' extend from the nose, and spin around somewhat slowly. It's surrounded by a large fleet of drone ships used to terraform worlds, these can be stored in the main ship in the event of attack. It is escorted by two small ships, around 3/4 the size of a Storm, for protection. Class Weapons: the escort ships contain two MACs, an autocannon battery, and one particle beam gun each. Physalia-Class Dropship Class Size: Small Class Function And Description: Long and lean, with a carrier bay for fighters, tanks, infantry, or the occasional battle mechs, a titanium armored ship which is used to either transport fighters or as a dropship. Requires defense of fighters or of a larger ship. Class Weapons: fighter or dropship bay, point defense lasers, and an autocannon. Bivalvi Caridea-Class corvette (Bivalvi) Class Size: Small Class Function And Description: A Bivalvi ship, about twice the size of the Millenium Falcon from Star Wars. Crew of four, with a squad of five marines, all Bivalvi. Being a Bivalvi ship, it is more blocky and angular than Treanuan ships, which are smoother. Appears rather rectangular, but with a pointed head concealing the Naval Railgun, and curves outward on the two sides. Class Weapons: 1 Naval Railgun, two MACs and an autocannon Brachyura-Class Battleship Class Size: Medium Class Function And Description: The Bivalvi counterpart to the Teuthis, a long ship that forms the main part of the Bivalvi fleet. Looks like: http://images.alphac...om/846/8461.jpg from the rear. Class Weapons: Naval Railgun, Battery of Autocannons, Point-Defense lasers, and a small battery of missiles. Nephropidae-Class Destroyer Class Size: Large Class Function And Description: Gigantic ships, the Bivalvi Destroyers put awe and fear into the hearts of their enemies. They are long, blocky ships, and pack a huge punch on the battlefield. Looks like: http://www.ravestats...t-phoenix-1.jpg (Ignore the Smaller ships and the frontal weapons array) Class Weapons: Two batteries of autocannons, atomic missile battery, naval railgun, point defense lasers, Fragarach-Class Fusion Cannon Treanuan Scyphozoa-Class Interceptor Class Size: Small Class Function And Description: Work in groups of four, called Flights, to support Teuthis and Archaeteuthidae Class Ships Appear as a long ship tapering down to the ion drive in the rear, while tapering slightly to the cockit. Two arms extend off it and curve forward, around the spherical cockpit. Crew of one Tsui’nau, four Sui’malo, and a squad of five Sui’Malo marines. Class Weapons: Two autocannons on the arms, one fusion missile launcher on the belly, and a Particle Beam Gun on the nose. Teuthis-Class Battlecruiser Class Size: Medium Class Function And Description: A long ship about half the size of a star destroyer from Star Wars, has a large ion propulsion engine in back. In front it splits into four separate arms around the railgun. Covered in small metal 'bubbles' around it, which hold both boarding pods, and Ka'sharek soldiers. When enemy infantry is detected on the ship, the bubbles open, relasing the Ka'Sharek, who otherwise are in hibernation. Has 10 Maladu warriors, 50 Ka'Sharek, 30 Sui'Malo marines, 20 Sui' Malo crew, and one Tsui'nau who controls the ship. Class Weapons: One Naval Railgun, autocannon battery, twin fusionmissile launchers. Architeuthidae-Class Dreadnought Class Size: Large(Plus 1 for carrier bay) Class Function And Description: The dreadnought is a fearsome ship, 3 times as large as a Battlecruiser. It is a long ship with the same Ka'sharek soldiers on the outside, as well as boarding pods, though there are more of them. It has a retractable opening in the front for the superweapon, with a Railgun and the carrier bay below that. Like all Treanuan ships, titanium armor. Populated by 30 Maladu warriors, 120 Ka'Sharek, 70 Sui'Malo Marines, 40 Sui'Malo crew, and one Tsui'nau captain. Class Weapons: One Trident-Class Particle Cannon, one Naval Railgun, autocannon battery, atomic missile battery, point defense lasers, and two fusion missile launchers. Carries ten fighters in the carrier bay. Weapons Naval Heavy Railgun Weapon Size: large Mechanics: A very large railgun, this can blow a hole in the side of even a large ship. It's the second most powerful weapon in the Treanuan arsenal. Particle Beam Gun Weapon Size: small Mechanics: a much smaller version of the Trident, has a slow rate of fire, but its able to one-shot most fighter and small ships, and do a good amount of damage to mediums. On a large, it's only really effective two shut down electronics with the EMP it produces. MAC(Magnetic Acceleration Cannon) Weapon Size: Small Mechanics: Basically a small railgun, this uses magentic force to fire a metal projectile at great speeds. Works well against fighters and small ships. Naval Railgun Weapon Size: Medium Mechanics: The older brother of the MAC, this is basically just a larger version. Uses depleted uranium shells for added damage. Great against Medium, with a fairly decent amount if damage on larges. Atomic Missile Battery Weapon Size: Medium Mechanics: Four shots for each launcher, four in a battery. Fires a shell containing a small hydrogen warhead. Excellent against Medium and Small, decent damage against large. Autocannon Weapon Size: Small Mechanics: Basically the chaingun of railguns, fires metal projectiles through magnetism at very high speeds at a machinegun rate of fire. Not as powerful as the MAC, but the speed somewhat makes up for it. Fragarach-Class Fusion Cannon Weapon Size: superweapon Mechanics: Uses atomic fusion to generate a very large amount of energy, which is then blasted out the front of the ship at the target. Because of severe energy drain, each ship can only carry one shot. However, it’s quite impressive, and it has value as a psychological warfare device- A direct hit can destroy any ship, and the resulting shockwave will take more with it. Trident-Class Particle Cannon Weapon Size: Superweapon Mechanics: Fires a stream of ionized and accelerated particles at its target, tearing through even the largest of ships with a direct hit. As an added bonus, the electromagnetic wave generated on contact with target shuts down electrical systems on ships in close proximity. When the retractable front section of a Dreadnought is opened, it's fired, and appears as a spiraling column of blue light.
  19. (Note: anything in default font is current information, while anything in Lucida Sans is from four years ago) Greetings, welcome to Bionicle: -Star Trek- Obviously, these comics are based on the Star Trek franchise, with The Next Generation mostly in mind.Anyway, all credit for the kit goes to Dark 709 for the awesomeness that Chimoru Omega is. I must also credit Gene Roddenberry for creating the Star Trek franchise. Disclaimer: Star Trek is a property of Paramount. I do not attempt to claim the franchise as my own in any way. This comic series falls under the category of a non-profit parody. Now, with that out of the way, let's get started. Season 1 Episode 1 -unfinished- Last Update: December 6. 2011 Episode 2 -coming soon- Note: Episode 1 is still under construction. I just wanted to show you the beginning of it, or what's already done. Consider it, not a preview, but more like a short part 1. Hope you like it... Comments and Criticism appreciated. Four years later update: Well well. I was hoping someone else had made a good star trek bionicle sprite comic, but when I googled it, this was the first thing that came up. I guess this means that the responsibility of creating a star trek bionicle sprite comic falls upon my shoulders.* Mabye I'll update this finally, although since I've lost all the materials I used to create this originally, I guess I'll have to start over again. Consider the unfinished Episode 1 a prototype pilot episode, while the (hopefully) upcoming new episode 1 will be the true pilot. Oh, and I will be using the original chimoru omega, due to the simplicity of its style, and the ease this allows in modifying the sprites, and producing new ones. And since I'll very much so need to create many different characters for a varied cast as well as a large story, this is for the best. I may take this story in a new direction too, so look out for some original concepts and deviation from the standard trek formula... Live long and prosper. Update 2: *: It seems I have been lied to by google. There was in fact an other star trek bionicle sprite comic, but it didn't come up in my google search. I had to check out the comics wiki to find out about it. Regardless, I still think it's a good idea to bring this one back. Can't hurt to have one more star trek bionicle sprite comic, especially since the other one is no longer around.
  20. Here's a space craft I build at some point during the downtime.http://www.brickshelf.com/gallery/BnLuke/Space/Gunship-1/mocs_001.jpgImage Gallery
  21. What started off as this and evolved here and there finally emerges from the docking bay complete and victorious, ready to put some fleebnorks in their place! I present to you a Vic Viper, this being NoVVember of course. The Odradek: More pictures can be found here once the folder is moderated. Until then, feast your eyes on these. Including the pilot. Flickr. ***** Back in January I ordered 10 1x2x3 white slopes. I must have clicked 70 though, because that is how many I got. When life gives you lemons... I really like how this turned out (my photographing could still use some work though, despite mini-tripod), especially given how much work I put into it getting shapes and angels right. I hope you do too. CC is fantastic and appreciated, of course. -CF PS, Kafka anyone?
  22. The Lightning is envisioned as the good guy, getting chased by the über-space-missile Purple Flame. The latter is possibly one of the only really good things I've ever built, the Lightning being more of a tablescrap to make the entire setup more menacing. | | | | | | | | Was at BrickFair 2011.
  23. Brickshelf (When Public) MOCpages (Alternative) A Vic Viper made with Bionicle pieces, enjoy
  24. StarscapeIsolated from the rest of the galaxy by a vast gulf of burnspace, the Starscape Clusters are thick with life. All sorts of species thrive on these worlds, growing, rising, and falling. And when life is present, thought follows soon after. Sentient worlds are arising, turning their factories towards starships and launching those starships towards the stars. Space is a deadly and unforgiving place; will you master it through manipulation and knowledge, or through the might of your mighty battleships? For you are the leader of your race. Lead it well.---Starscape is set in a region of space known as, what do you know, Starscape. Thousands of stars abound, but only a select few hold planets suitable for life, and all of them are hotly contested by other races.Maps:(Credit to Alex Humva)Sector 1Sector 2Sector 3Sector 6Color Key: http://www.majhost.c...us/colorkey.pngYou begin with a single planet, your species' Homeworld. For the sake of simplicity, each star system contains at least one habitable world for your species to live on, and the resources needed to begin space travel. In addition, you may either choose to begin with two Inner Colony Worlds, or four Colonizer ships ready. If you pick the former, those two worlds were colonized by slower than light ships before your race developed star travel.Interacting With An Entire UniverseControlling an entire species may seem hard at first, but it's simple to get the hang of. Here's a quick exampleIC:Alarms sounded aboard the Skelvan Battleship as radar signatures from the edge of the radar's range came in; four ships, Alansik by their configuration, had appeared some two million miles away. Knowing that was far outside missile range, the Skelvan Captain gave the order to sight in with his Frigate's laser. A kill at this range would be the wildest stroke of luck, but he had to try, knowing reinforcements would be arriving as soon as they could, since the planet's warning system sent out the alert the moment the radar signatures came in.IC:“Transition successful, all systems nominal, wait.” A lieutenant on the Alansik lead cruiser reported. “Laser damage to the outer skin of the ship. Looks like they're hitting us already. Minimal damage, but that means they've found us.” The Alansik Captain sighed, and gave the order to move at full burn towards the Skelvan planet.Now, the important part here is that the player controlling the Alansik let the Skelvan player have the hit; if he'd just declared the Laser was an outright miss, it wouldn't be fair. But by ensuring the Skelvan's laser didn't do much damage, and it wouldn't at that range, he kept it fair for both sides but still sensible. And that's the most important part, keep it fair but sensible. Don't go breaking any laws of physics.Faster Than Light Travel:The ability to travel faster than light, without the relativistic consequences that entails, is utterly critical to a spacefaring empire. Without it, worlds can only be reached by generations of slow rocket travel.The Jump Drive is a possibility realized late in any race's existence, long after they've usually begun exploring their own solar system. The mathematics of the jump drive are beyond most people, so instead you get a practical explanation.A Jump Drive cannot operate deep in a gravity well. In orbit of a planet, the gravity becomes so strong that any ships trying to do so are torn apart by the brief moment of transition, where the laws of physics remake themselves in new and exciting ways. Thus, a distance of two million kilometers from any terrestrial planet is advised, though you could risk it at one million. Remember that larger gravity wells, like gas giants, stars, and black holes, require longer distances away. This also applies to jumping into space near a gravity well, which as an early warning system for the planet's defenders.In addition, Jumps, while taking less than a milisecond, do not have infinite range. One can direct the Jump Drive in a certain direction, but the Jump Drive will go towards the most powerful gravity well in that direction. This almost always means the closest, as well, so ships can only jump from one system to the nearest. In addition, a Jump Drive is a fickle and unpredictable device, requiring a certain amount of waiting time before it can be used again. However, the actual length of time is near impossible to predict. Thus, a Jump Drive can be used once every real-world hour, no matter how much time in-game this represents.There are also so called “Burnspace Zones” These areas are small pockets of space where it is impossible to make a jump into or out of. A massive spherical shell of burnspace surrounds the Orion Arm, locking ships inside. Burnspace Zones also make good places to hide something you want to keep secret. Their origin and nature are not well known.The inverse of Burnspace Zones, “Sweet Spots” are areas where an entire solar system's gravitational pull is equal in every direction, created only occasionally by the differing speeds of planets orbiting their star(s). These allow for ships to jump away or from their destinations far, far closer than normal. You may only use a Sweet Spot in an area you control or in an area you have detailed astronomical data on. For combat, these must be used with GM approval, but once a sweet spot is used, if the ships using it were seen by another party, that sweet spot can be used by anyone until it disappears, which a GM will decide when it happens.Communication: Faster than Light Communication sends electromagnetic waves, not mass, and is not limited by the above. You can communicate with all your worlds, and with any race who gives you their contact information.IndustryNow, the amount and size of spaceships you can field depends on how many worlds you control, and how industrialized those worlds are. Each world is classed by its industrial output on a rating of -2 through 5, 5 being the highest a planet can reasonably reach. Each level has a “maturing time” which is the length of real world time it takes to grow to the next level.-2: Colony: This world is dependent on the rest of the empire for resources and population. 3 Days. May not build ships.-1: Protectorate: The world is beginning to establish its own industry and farming, but is still dependent on the rest of the empire. It may produce one resource and ship it out in exchange for the goods it imports. 3 Days. May not build ships.0: Self-sustaining: With a zero sum survival based economy, this world can support its own population with everything they require, but its industrial output is negligible. 3 Days. May not build ships.1: Outer World: This world can support a very small space-navy, and has minor interstellar shipping and transport. 1 Week2: Inner World: This world can support a good sized navy, and is possibly exports a good amount of goods. 10 Days3: Core World: This world has an excellent industrial output and can export several different resources in addition to supporting a navy. 2 Weeks4: Forge World: Massive industrial output; supports a good portion of the local navy and exports manufactured goods throughout the region. 4 Weeks5: Homeworld: This planet is the only classification capable of producing Colonizers and putting out the population required. Valued as much for their status as centers of trade and government as for their massive industrial output. Your first planet starts at this level.A planet contributes a number of “Industry Points” equal to its level number(above) to an empire's total industry. For example, an empire consisting of a Homeworld, an Inner Worlds, a Core World, and a Colony would have a total Industry of 8(5+2+3-2=8) Thus, this empire can field 8 points worth of ships. This represents everything that it takes to field a ship, from paying and feeding the crew, replacing those members who die, upgrading and refitting the ship occasionally, repairs after a battle, and, most expensively, fueling the ship.ShipsEach ship is divided into one of several classes, according to their size and upkeep. Actual roles within these classes can vary wildly, but it is mainly the size of a ship that determines how much industry must be devoted to maintaining it.Build Times: Each ship is a massive industrial undertaking by the world it was built by; think what the International Space Station has taken Earth; twenty years of work and it's a flimsy station that would be annihilated with a single missile. Better materials and industrial methods cut that down, but it's still a huge undertaking. Each ship class takes a certain amount of real world time to produce. These are listed along with the ship's industry cost.Slots: Each ship has a number of slots for mounting weaponry. See below for further detailsFighter: Small, one to five man ships with minimal armor and weapons, mainly used to attack larger ships and defend large ships from other fighters. Not capable of FTL travel, so they must be moved by Carriers or stationed on Starbases.Industry Cost: 0. Build Time: 1 Day for 10. 3 SlotsSmall: Frigates and Gunboats, crew sizes range depending on the race. Small ships are usually employed either as Fighter hunters, Scout ships, Stealth craft, and the like, and can be fielded in large numbers.Industry Cost: 1 for 4 Small Ships. Build Time: 3 Days for 4. 7 SlotsMedium: Cruisers, destroyers, and the like are classed as Medium ships; they can be fielded in numbers and they are useful for force projection as well as defense, making them an ideal ship of the line; these should make up the majority of any self-respecting fleet.Industry Cost: 1. Build Time: 3 Days. 10 SlotsLarge: Battleships and Dreadnoughts are the ships that capture the hearts and minds of the masses; great, powerful ships with enormous weapon batteries, blasting holes in enemy fleets and destroying entire cities with a few barrages. Even the rumor of a large ship being present can change the tide of war. In addition, battleships can mount your Racial Superweapon; what this weapon does is up to you, but make it powerful and creative. Despite their use as an intimidation weapon and morale booster, Large ships are rather impractical, given their upkeep cost.Industry Cost: 3. Build Time: 1 Week. 15 Slots and one Superweapon SlotStarbases: Usually placed orbiting a planet, Starbases are large defensive measures used to protect a planet with orbital guns in addition to providing a docking harbor for ships which cannot land. Immobile, anchored over a planet. Carries twenty Fighters. Can make battlefield repairs on ships during a battle.Industry Cost: 1. Build Time: 1 Week. 17 Slots.Colonizers: Not necessarily one ship, perhaps a whole fleet, a colonizer is part transport, part mass-terraforming system. Colonizers are warp capable, and used to expand your empire. Only Homeworlds may build them. They are expensive to keep up, but are usually a temporary measure. The entire colonizer is recycled by the newly landed colonists, and thus cannot be re-used.Industry Cost: 4. Build Time: 1 Week. 0 Slots.Note: You may begin the game with one of the two following options1: Two Star Systems adjacent to your Homeworld have been colonized in the past by Slower Than Light Travel. These worlds begin as Inner Worlds(Industry 2)2: Your species has planned for the invention of the Jump Drive; You may start with four Colonizer ships. For the first three days of your game, your Industry suffers no negative modifiers from Colonizers or Planets, as they have in advance prepared a surplus of items the colonists will need.Also, no matter which option you choose, you begin the game with a single unarmed Small ship.Gun Sizes: Each weapon takes up a fit amount of space, power, and crew. To this end, each Weapon Size takes up a certain amount of Weapon Slots, and each ship has so many Weapon Slots.Small Weapons: Of the scale one might mount as a Main Battle Tank's Main Gun, these weapons are effective against small ships for their rate of fire and low power requirements, but can't do enough damage to slice through larger ships' armor. 1 SlotMedium Guns: Generally a Small Ship's single main gun, and a standard weapon on a Medium Ship. Capable of being used against any ship type, but ideally used against Small and Medium Ships. 4 SlotsLarge Guns: Used for bombarding enemy planets and destroying Battleships and Starbases, a Large Gun is usually so long it takes up the length of a Battleship. Thus, it cannot track its targets quickly enough to hit Fighters or Small ships, but it is devastating against what it can hit. 7 SlotsSuperweapon: Mounted only on Large ships, Superweapons are capable of utterly destroying a single ship, or carving large holes in enemy fleets. A ship only carries a single Superweapon Charge before it needs to return to a port to reload(which cannot be done mid battle) Superweapons take up their own slot. Superweapons also encourage the most creativity out of all the weapons, since they will likely define your Navy to other players.Upgrades: These systems can be fitted to a ship to aid a ship in battle, or specialize in a certain role. If you want to see a new one added, PM me and I'll consider it.Carrier Bays: Allows ships to carry fighters and dropships inside. 10 per bay, limit 2 per ship. 5 Slots, +1 Industry, Not allowed on Fighters.Point Defense Systems: 1 Slot, fires on incoming missiles and fighters, etc. Useless versus Lasers, Plasma, Bullets, that sort of thing.Dropship: An upgrade for a particular class, similar to a Carrier Bay but specified towards planetary landings. A ship with one of these bays may carry a Company of troops, a Tank Squadron, or a Lance of Battlemechs(to be explained later). Cannot be mounted on Large ships, as they are not trans-atmospheric. The payload can either be dropped from orbit via drop pods, or take the safer route of landing the ship directly. 5 Slots, +1 IndustryActions: Sometimes, a Fleet will go beyond its role of exploration and simple naval fights. Certain strategic actions can have long standing effects on a nation's economy.Blockade: Employing ships and perhaps Starbases, a fleet simply shoots down any ship that tries to land on or take off from the target planet. You can begin this action once you have destroyed the planet's defensive fleet. Holding up a Blockade costs 1 Industry Point, but it completely removes the target planet's Industry from the enemy empire. If the Blockading ships are destroyed or forced to retreat, the blockade ends.Bombardment: Since a Spaceship is near immune to attack from the ground, it is essentially the ultimate weapon for destroying your enemies. Each real world day of bombardment reduces the planet's industry by 1, down to a minimum of -4. A bombardment takes 2 Industry Points to sustain.Invasion: The fleet is landing ground troops on the surface of the planet, provide close support to those troops, and attempting to conquer the planet. An Invasion takes 2 Industry Points to sustain. The enormous support provided by a fleet in orbit makes victory guaranteed eventually. If the invading fleet is not destroyed after two weeks, the planet switches to control of the invading player, with its industry level reduced by 1. This requires the use of Dropships to land ground troops on the planet.Refit: for a full scale refit of an entire fleet to match new weapon paradigms, you have two options. The first is to refit part of the fleet at a time, having the rest of the fleet ready for battle while a certain portion is being refitted. This takes three days. Alternately, you can have the entire fleet drydocked and refitted in one day, but for that day you are vulnerable.System UpgradesThere comes a time when ships and starbases aren't enough; your system may be under threat of assault from your neighbors, or perhaps you simply have nothing else to put there. These System Upgrades can enhance the useability of a system;Satellite Detection NetSatellites are scattered around the system, especially in the outer edges, increasing the chances of reaction time. Uses electromagnetic sensors and electromagnetic transmitters; it increases the chance of Detection and boosts the reaction time for the forces, though the transmission is still limited by Speed Of Light.Build Time: 3 DaysIndustrial Upkeep: 0Satellite Detection Net-Ansible EquippedIdentical to a Satellite Detection net, but the satellites are equipped with Ansibles(faster-than-light transmitters), reducing transmission time. However, Ansibles are delicate, and require constant maintenance.Build time: 3 DaysIndustrial Upkeep: 1Planetary Defense NetworkSomething like a point defense network, but on a planet wide scale. A hundred small satellites circle your planet, either in geosync or standard ‘X length of orbit’ orbits. These are all the same model, with three weapon slots. When building the defense network you specify what weapons these satellites possess; three weapon slots may seem small but these satellites are not made for defending by themselves anything larger than a small fleet; instead they provide support, filling space with bullets, lasers, or what have you while your fleet bravely protects your world. Do keep in mind that a death of a thousand paper cuts is death nonetheless. However, these satellites, being small, can be easily knocked out with even a small gun; fighters can mop them up with ease and a few well aimed shots from a frigate could seriously wound your network.Build Time: 2 WeeksIndustrial Upkeep: 3Additional Shipyards:Additional shipyards are pretty simple; they’re additional shipyards to increase production of a fleet. Unlike other upgrades these are stackable; you can have two in orbit of a planet, though not three as the planet’s industrial output maxes out at five. For each additional shipyards your world gains one more production slot; for instance you could build two ships at the same time, or build a starbase and a ship at the same time. It does not however allow you to build while system upgrades are happening; all resources go to making the upgrade, so ship build up is put on hold. Keep in mind that these are not like starbases; starbases have guns, these do not. An enemy fleet can destroy these shipyards if given an open shot.Build Time: Two weeks.Upkeep: 2 Industry Points.System Minefield: Generally reserved for strategically critical areas, a System Minefield makes the outer edges of the system thick with some sort of defensive mechanism, from standard explosive mines to nuclear shaped charges, or something similarly powerful. The System Minefield is expensive to create and uphold, but it gives a certain chance to fire upon an incoming target with the field's mines.Build Time: Two WeeksIndustry Cost: 1-5. Each point of Industry put into a System Minefield increases the chance of Interception by 10%(+2 to the roll of a d20, precisely) up to a max of 5 Industry Points. If the enemy is not intercepted, it has slipped by undetected. This only functions in the outer edges of the system; closer in, you must rely on your fleets to defend yourself. Ground FortificationsWhen invasion comes there is little hope of success if starships are assisting the invaders. All you can do is buy for time until reinforcements arrive; this gives you more time. While normally you can last two weeks until your world is lost, this doubles it, giving you a full four weeks to call for reinforcements and break the siege. Unlike other upgrades this has no industry upkeep, making it a nice upgrade to consider when things are at a lull.Build Time: One week.Upkeep: 0 Industry PointsPlanetary Launch Bases: Essentially a system for getting fighters into space from the ground. Perhaps they're launched out of large Mass Drivers, or simply have large booster rockets attached. However it works, this system is used to launch fighters into space from the planet, essentially acting as a planetary carrier bay.Build Time: Two WeeksUpkeep: 2 Industry PointsInvested Colony:An economic upgrade, this allows you to increase your colonies growth; it grows from a colony world to a protectorate in one day an a protectorate to self sustaining in one day. The flip side of this ability to establish a colony in two days is that the industry cost is tripled; a colony takes six IP out of the empire and a protectorate takes three. After this massive investment your economy suffers a one IP drain for five days as it recovers from sending so many resources to the colony. Something else is that you must commit to your decision; once you’ve invested you won’t be able to stop until it’s reached self sustaining.Build Time: Two days.Upkeep: 6 first day, 3 second day, 1 for five days after it reaching self sustaining.Technology Ban ListTime TravelBlack Hole GunsSpacetime-Fabric ProjectorsTeleportationEverything SensorsNanobots(only military ones; nanobots used for construction, medical tech, civilian applications, etc, are just fine.)Artificial Gravity(besides spinning sections on ships)Rules1: BZP Rules Apply2: Use IC, OOC, and OICwhatudidthar3: No godmoding, auto-hitting, or auto dodging4: Yarn5: Be respectful. These are other people's thoughts, work, and in a lot of cases, opinions out in text, so be nice.6: If you don't know of a scientific or practical reason you couldn't do it, you can try it. It might get shot down by the GMs, though. Try anyway, we might be asleep 7: Anyone who invokes Godwin's Law by making deliberate parallels to Nazis, Fascist Italy, or WWII Era Imperial Japan will have a -1 Industry penalty for three days. Calling someone Hitler or a Nazi(even jokingly) is -2 for one week.8: When ownership of a planet changes. PM Alex Humva the change.Warning System: Be good to the Game Masters, or this sort of thing will happen to you.1: Warning2: Warning, -1 Industry penalty for a week.3: A Sweet Spot opens up on one of your border worlds, well inside your defenses. Enjoy dealing with the invasion. Alternately, -3 industry penalty for a week.4: One of your planets is lost to calamity. Perhaps a nanobot uprising, or perhaps a viral plague. Whatever happens, one planet's worth of your species extinct5: That Calamity from earlier? It spreads. Start over with a new species.6: Banned.Species Profile(PM this to me)Username: (Obvious)Species Name: (Make it interesting!)Description: (Physical appearance, psychological details, government system, etc.)History: (Why are they in space? Why do they use the government they do? Details like that)Homeworld Name: (Humans call our planet Earth for a reason. Why do these people call their world what they do?)Homeworld Location: (Try for one that's not taken.)Map Color: (So we can see what you own)Ship Class Profile:(Like in the real world, ships will usually be built follow the blueprints of an earlier one. This becomes known as a Class. Also, be creative with your ship naming. Maybe a neat theme, or something.)Class Name: (Generally, a ship is named, and members of its class follow the theme, like how American Aircraft Carriers are named after Admirals or Presidents.)Class Size: (Fighter, Small, Medium, Large)Class Function And Description: (Some ships are generalists, others are specialists for one role. Give us a quick explanation here.)Class Weapons: (Keep it realistic, can't put three hundred guns on a fighter.)Weapon Profile: Fill this out and add it to your profiles so we know what you're talking about in your ship profiles.Name: (Either describe its function or be creative. "Autocannon" works just as well as "Super Megalaser of Death" or "Yarn Gun")Weapon Size: (Small, medium, large, superweapon)Mechanics: (No need to explain stuff like lasers, but if you're making up an exotic weapon, be sure to explain how it works.If you want to help show off, Lloyd, The White Wolf has made a banner, which can be found Here.If your profile was approved before the RPG launched, you're good to go. However, you might want to take a glance at the Industry system, whose numbers have slightly changed, and at the map and color key. If something's amiss there, get on the horn to Alex Humva and have him change it. Be sure to send him your homeworld, your colonies if any, and a color of your choice.Making this very clear since there was some confusionEACH SYSTEM MAY BUILD ONE THING AT A TIME, IF, AND ONLY IF, ITS INDUSTRY MODIFIER IS POSITIVE.
  25. I just started Mocing some lately and had an idea: Building a space vesselout of Bionicle pieces.It turned out quite nicely, in my opinion;Click image for Brickshelf folder.So... what do you think?
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