BrikSpace is a game of epic space drama, of enormous ships combating one another in the bleak darkness of the void, and of massive armadas of vessels duking it out for lord-knows-what purpose. And guess what? It’s all in your hands.

        That’s right. You’re holding this little piece of epic. Feel the power yet?

        Well, there’s something to be said for large stacks of paper with multitudes of words like “plasma” and “fusion”, or “railgun” and “point-defence”. Just to make it clear, this is one of those stacks of well-worded paper, and it contains the rules for a fully independent game.

Well, what’re you waiting for! Open it on up and read away. Perhaps soon you’ll have your own epic battle in your hands!

A Product by Keith “Olothontor” Riddle

This product holds no affiliation with LEGO or any of its sister or competitor companies.

Let it Begin...

        Obviously in order to have epic space battles you need ships! Here’s your chance to stretch your awesome brik-wielding muscles and show ‘em who’s boss. These next few pages contain the way I and a few of my colleagues generally go about producing our fleets, but you’re in no way restricted to the methods listed here. Use your imagination and be wild!

1). You’ll generally want to start with a concept of your fleet. This could be anything from a sketch of what it might look like to a someone else’s artwork that you really enjoyed. Of course, there’s also the straight forward method; sitting down with a fistful of Briks and seeing where your hands take you.

2). Build the basic chassis for your ship. You can add parts later on in the process (unless you already took the liberty of doing so), but for now what we’re aiming for is a good idea of the length of your ship (whichever is the longest side of your ship, even if that means you’re measuring the front of it). Take note at this point that your ship will fall within one of the five major ship categories:

        - Frigate

        - Destroyer

        - Cruiser

        - Dreadnaught

        - Battleship

3). Time to add details. You can add your parts on before or after you actually buy the ship’s equipment, or somewhere in between, but overall your finished product should always be “one mean lookin’ sucka”. Weapons, Armor, Engines, and Upgrades are all purchased here (keeping in mind that these do not HAVE to be represented on the creation itself).

4). Finalize your design, make any tweaks you feel necessary, and write down the record of what all you bought for your ship for quick reference during the game itself. Send your new creation out to the battlefield and see what happens! Feel free to tweak some more after a few battles if you feel like the ship isn’t fulfilling your original visions of epic grandeur.

Fleet Building

Fleet construction is based off of Fleet Points, which are separate from and higher than CP in the series. Fleet Points are a vague measure of fairness, and do not need to be used at all, but for larger fleets it is suggested in order to keep track of all of the ships within your fleet. Fleet Points are also used to purchase and maintain Chassis Classes (such as Carrier, Flagship, or Missile Barge).

Ship Chassis

What follows is a list of the classes of ship you can take, including the three types of strike craft available and the five major ship chassis types. A ship class is annotated as follows:

- Description: A general description of the chassis itself and the overall role the ship fills within a fleet.

- MEC: The Maximum Extras Cost is the total amount of Construction Points (CP) you can spend on upgrades and equipment for that particular ship.

- Agility Rating (AG): This is a measure of how difficult your ship is to track and successfully hit with weapon systems. This stat decreases with the size of the ship: Fighters are nimble and quite difficult to hit, while a massive lumbering Capital Ship is an easy lock-on target.

- Integrity Points (IP): This is a measure of how susceptible your ship is to large amounts of firepower. These act as a kind of “hit points” for your ships, and for each IP the ship loses, the easier it is to destroy (more on this later).

- Fleet Points Cost (FP): Fleet Points are used to construct and keep track of the larger fleets and armadas. Note that Strike Craft do not have an FP value, since they are purchased as part of the major ship production process, and not independently.

Strike Craft

All Strike Craft automatically come with Light Armor and an Mk I Engine System.

Fighter: These are small, one-to-two-man or unmanned spacecraft that are built to be agile and maneuverable. These serve a wide array of purposes within a fleet, but most importantly they are one of the few counters larger ships have against opposing Fighters.

- MEC: 4 Cp

- AG: 12

- IP: 1

Bomber: These are fighters geared to cripple larger spacecraft, at the expense of some of the maneuverability of an average fighter. Bombers have no MEC rating; they instead simply equip one missile and one Small Laser system per ship.

- AG: 10

- IP: 1

Interceptor: Masterful dogfighting craft, these fighters are geared towards speed and agility over firepower, making them the perfect opposition to fighters and bombers. Like Bombers, they have no MEC rating. Interceptors can be equipped with one Small Laser, Rocket, or Burst Cannon system.

- AG: 14

- IP: 1


Each ship chassis automatically comes with a Mk III Engine System, subject to penalties, and one Armor type of your choice.

Frigate: Frigates are smaller-than-average ships generally used as light escorts. They are versatile ships, and can fill a variety of roles depending on how they are equipped.

- MEC: 14

- AG: 10

- IP: 2

- FP: 2

Destroyer: Destroyers are your average spaceship, suited to a massive range of purposes. They are both the backbone and the major supporting roles of any self-respecting fleet.

- MEC: 22

- AG: 6

- IP: 3

- FP: 6

Cruiser: Cruisers are widely recognized as military powerhouses. They are capable of equipping massive amounts of firepower, and outputting the same.

- MEC: 18

- AG: 8

- IP: 4

- FP: 6

Dreadnaught: Dreadnaughts are the Cruisers’ big brother, capable of shouldering an even larger amount of weaponry and equipment.

- MEC: 26

- AG: 4

- IP: 5

- FP: 8

Battleship: These are a small step away from Space Stations equipped with all-purpose engines. They provide any kind of role, but they aim to impress as much as destroy on the battlefield.

- MEC: 32

- AG: 2

- IP: 6

- FP: 12


This is the next order of business. You’ve got your ship(s), but now you need to equip ‘em with stuff! Now, under the overall Equipment title, there are two categories: Systems, and Upgrades. Systems include things like weaponry and engines, basic stuff that just about every ship has. Upgrades are the things ranging from uncommon to fairly rare (cargo holds, drones, excess missile bays, deploy-able contact mines, and anything else you can come up with). Upgrades also house, as the name suggests, some general system upgrades that improve the effectiveness of your ship’s equipment. I’ll list a bunch of options, but you’re of course free to make up zany house rules and equipment; in fact I encourage it! Customization makes everything more fun.


Weapons Systems

Weapons are your ship’s offensive and defensive firepower, and constitute much of what this game revolves around. While it is possible to play a non-combat oriented game of BrikSpace, the rules were to made to efficiently handle epic space combat... and combat requires lots of big booms. You buy those big booms here.

Weapons are explained in the following format:

Description: An overall synopsis of the weapon system itself.

Accuracy Rating  (AccR): This is just what it sounds like. This number is rolled against the Agility Rating of a ship in combat when determining a hit.

Cost: The number of construction points the weapon needs in order to be purchased. These ratings are restricted by the ship’s MEC, if it has one.

Damage Rating (DaR): This determines the quality and quantity of dice you roll upon achieving a successful hit, as well as any bonuses to your roll. Also included in parentheses is the range of possible damage values (keep in mind that these do not include any upgrade bonuses, so those may affect the ranges. Do not always use them, they are simply a reference).

Note: ‘Massive’ weapons may only be equipped on Dreadnought or Battleship class ships.

Laser Systems: These are laser-based weapon systems that provide both long and short range support fire. The weapons, when properly synced to decent targeting computers, are about as deft at dealing with missiles and strike craft as they are with larger ships.

AccR: 4d6


        - Cost: 1 CP

        - DaR: 1d6 (1-6 dmg)


        - Cost: 4 CP

        - DaR: 1d6+5 (6-11 dmg)


        - Cost: 7 Cp

        - DaR: 1d6+10 (11-16 dmg)


        - Cost: 9 Cp

        - DaR: 1d6+15 (16-21 dmg)

Rocket/Torpedo Systems: The explosive alternative to missiles, these unguided projectiles pack a serious punch, but rely heavily on targeting computers due to their innate inaccuracy.

AccR: 2d6


        - Cost: 2 Cp

        - DaR: 1d6+2 (3-8 dmg)


        - Cost: 5 Cp

        - DaR: 1d6+7 (8-13 dmg)


        - Cost: 8 Cp

        - DaR: 2d6+11 (13-23 dmg)

Burst Cannon Systems: The ideal weapons for dealing with strike craft, these large shotgun-esque cannons provide effective short range defense against entire squadrons of fighters and bombers alike.

Special Rules: Area of Effect (Spread (The weapon affects an index-middle fingerspread area))

Accr: 3d6


        - Cost: 1 Cp

        - DaR: 1d3+2 (3-5)


        - Cost: 3 Cp

        - DaR: 1d3+5 (6-8)


        - Cost: 6 Cp

        - DaR: 1d3+7 (8-10)


        - Cost: 9 Cp

        - DaR: 1d3+10 (11-13)

Railgun/Gauss Systems: Magnetically powered cannons that fire projectiles at incredibly high speeds. Incredibly effective at short range, but still usable at longer ranges. Railgun/Gauss systems, due to their heftiness and system requirements, may not be placed on Strike Craft.

Special Rules: Ranged Effectiveness (If the target ship is farther than 8” away, the railgun’s damage is halved (round up))

AccR: 2d6


        - Cost: 5 Cp

        - DaR: 1d6+7(8-13dmg)


        - Cost: 8 Cp

        - DaR: 2d6+11 (13-23 dmg)


        - Cost: 12 Cp

        - DaR: 3d6+20 (23-38 dmg)


        - Cost: 16 Cp

        - DaR: 4d6+10 (14-58)

Missile Delivery Systems: These can be any variety of box, chute, or other crazy contraption, but the main point is their payload of deadly missiles.

Special Rules: High Explosives (the missiles have a chance of removing more than one system from their target ship on a successful hit. If the missile connects, any sixes rolled for damage take out an additional part on the target ship.

AccR: N/A


        - Cost: 8 Cp

        - Missile Slots: 4

        - DaR: As determined by the missiles


        - Cost: 12 Cp

        - Missile Slots: 8

        - DaR: As determined by the missiles


        - Cost: 16 Cp

        - Missile Slots: 12

        - DaR: As determined by the missiles


        - Cost: 20 Cp

        - Missile Slots: 16

        - DaR: As determined by the missiles.


Armor protects your ships from harm and is an essential part of every vessel, combat-oriented or not. Armor comes in three types: Light, Medium, and Heavy. Each has its own rulings and bonuses, and it’s up to you to choose which fits your ships best.

Light Armor: Light armor is used on escort vessels, cargo ships, and light arms platforms. It allows a ship to move its full distance unheeded by weight while still providing some protection, if not a large amount.

- Protection Rating: 1d6+3 (4-9)

- Movement Penalty: None

Medium Armor: This armor is your average armor. Penalizes ship movement slightly, but provides protection from a large array of weaponry.

- Protection Rating: 2d6+6 (8-18)

- Movement Penalty: -1

Heavy Armor: This armor provides exceptional protection, and is able to brush off small arms fire without trouble. The pay-off for this is the penalty to speed it imposes on the ship that’s using it.

- Protection Rating: 4d6+6 (10-30)

- Movement Penalty: -2



Engines are what propel your ships into motion, in any direction. Your main engines will of course be located on the back, but some ships may use boosters and thrusters on the sides and front to provide a wider range of movement. Taking this into account, I’m providing two types of engines: Primary and Supplementary. Supplementary engines are extra engines you can purchase, while Primary engines are simply part of your chassis/strike craft (however, some can be purchased to replace the previous engine system if necessary).

Primary engines are listed as follows:

Description: A description of the uses and overall capabilities of the engine system.

Movement: The number of inches of forward movement the engine allows for (note that these numbers do not take into account any armor the ship may have equipped, or any other movement penalties).

Pivot: The number of inches a ship can rotate based on the forward prow (front tip) of the ship (if the ship is wider than it is long, then it’s based on the end nearest where you want to pivot).

As was noted before, all Strike Craft automatically come with a Mk I Engine System, and all standard Chassis come with Mk III Engine Systems.


Mk I System: The standard engine for Fighters, Bombers, and Interceptors, these engines allow for a full range of 3-dimensional movement.

- Movement: 6”

- Pivot: Full (360 degree rotation)

Mk II System: A large, expensive version of the strike craft engine system meant to be equipped on Destroyer and Frigate size vessels for larger ranges of movement than the average Mk III. This engine system is incompatible with ships Dreadnought size or larger.

- Movement: 5”

- Pivot: Half (180 degree rotation or Index-Thumb Fingerspread)

- Cost: 10 Cp

Mk III System: Standard engine system that allows for slight pivoting power and several different forward motion speeds.

- Movement: 3”

- Pivot: Marginal (Index-Middle Fingerspread)

Mk IV System: An outdated engine system that has near no pivoting power whatsoever, but is incredibly cheap and easy to lay hands on.

- Movement: 4”

- Pivot: 1”

- Cost: 2 Cp


Supplementary engines are purchases that add to your ship’s current engine system and provide bonuses.

Supplementary engines are formatted as follows:

Description: A description. Duh.

Cost: The cost in Cp of the upgrade.

Bonus: The bonus that the system provides.

Warp Capabilities: This is an FTL drive or some similar device that allows the ship equipped with it to make “jumps” across certain distances.

- Cost: 12 Cp

- Bonus: Instead of making a normal move, the ship may instead “jump” up to 12” across the battlefield. The turn after it jumps the ship must take a turn to reassign energy to functioning systems, and may do nothing else. If the ship ends this “jump” in any sort of debris or battlefield scenery it takes an automatic 2d6 damage hit, on top of any other affects the terrain itself may have.

Rear Boosters: These are excess engines that provide an extra kick forward, but in no other directions.

- Cost: 4 Cp

- Bonus: The ship gains a +2 bonus to Movement (negating any penalties before adding).

Forward Thrusters: These are small-scale engines are mounted on the front of the ship, facing forward to allow for a small amount of backwards movement.

- Cost: 2 Cp

- Bonus: The ship may now move directly backwards instead of forward, up to 3”.

Additional Energy Supply: Provides a cheap way to boost your movement by adding some extra power to your engines.

- Cost: 2 Cp

- Bonus: Either remove one point of movement penalty or gain one if no penalties exist.

Pivotal Thrusters: Allow the ship a bit more wiggle room while maneuvering by attaching excess thrusters on the sides of the ship.

- Cost: 4 Cp

- Bonus: Gain an extra two inches of pivot move (if an index-middle fingerspread, the pivot becomes index-thumb, and if index-thumb, becomes thumb-pinky)

Ship Classes

Ships are not defined entirely by their class, but more by their role within a fleet. These upgrades allow a ship to become more than just its class, if it meets certain requirements. In return, the ship gains a special ability or two to use in battle.

Flagship/CIC: The ship has been equipped to house the fleet commanders and tactical heads, with top-notch command-and-control systems.

- FP Cost: 10

- Requirements: None, but any given fleet may only have one Flagship or CIC. This is a unique ship archetype, and multiple Flagships or CICs do not stack their effects.

- Bonuses:

        - Issue Orders: All ships within the Flagship’s fleet have an automatic +1 to all datanetting rolls, and all damage from combined fire rolls are increased by 1.

        - Logistics: One of your ships per turn gains an extra pivot action during the movement phase per turn.

Missile Barge: The ship has been outfitted with a large amount of missile delivery packages and missiles, along with specialized equipment to handle such a large output of firepower.

- FP Cost: 6

- Requirements: The ship must have at least three fully-stocked missile delivery packages equipped.

-- Bonuses:

- En Masse: The Missile Barge may ignore the “one missile per turn” rule, and may instead fire up to three per turn, firing each individually as per a normal missile fire.

- Emergency Discharge: If a missile delivery package is destroyed on this ship, all missiles are discharged in the form of a minefield within 3” of the ship. An allied ship may pick up these missiles as long as it is within 2” and has space for them in missile delivery packages of its own, but otherwise they act as a minefield for all other purposes.

Carrier: The ship has been equipped with large amounts of logistics and tracking equipment, as well as a large amount of hangar space to house the swarms of Fighters, Bombers, and Interceptors.

- FP Cost: 6

- Requirements: The ship must have at least three fully-stocked hangar bays. One of these bays must be filled with Fighters and no other type of Strike Craft (the other two hangars are open to player decision).

- Bonuses:

- Track Fire: All Strike Craft that are housed within this ship have an additional +1 to their attack rolls (but not to damage).

- Emergency Release: If a hangar part is destroyed on this ship, all strike craft within it are discharged as per normal strike craft deployment before the hit resolves and/or any other action is taken.

Lancer/Gunship: This ship is built around a massive cannon that is meant to be the backbone of the fleet’s firepower.

- FP Cost: 6

- Requirements: Must be at least Dreadnought size or above. Must include one massive railgun.

- Bonuses:

        - Armor Penetration: When firing its railgun, the target ship receives a -1 to its armor roll. In addition, the railgun shot has a small chance of penetrating through to another ship behind the initial target (a result of 6 on 1d6). If this happens, the railgun automatically hits the target, but the damage from the resulting hit is halved.

Shieldship: This ship has been outfitted with a shield projector or similar tech in order to create a defensive bubble for supporting ships.

- FP Cost: 4

- Requirements: Must be Cruiser size or smaller. Must include a Shielding Upgrade or Plating Upgrade.

- Bonuses:

        - Shield: This ship projects a shield outwards in a bubble. Any ship within a 6” radius of the Shieldship gains a +2 to all armor rolls (this includes Strike Craft). Any ship that is partially within the shield’s radius only receives a +1.

Weapon/Targeting Packages

These upgrades affect the power, special abilities, and accuracy of your ship’s weapons. Since an individual point-buy upgrade system would be too tedious, these upgrades come as packages to equip on a ship.

Here’s how a weaponry upgrade package is listed:

Description: An overall description of the package.

Cost: How much the upgrade costs in Cp.

Requirements: Anything from the ship chassis, classes, or equipment that is required in order to purchase the weaponry package.

Limits: The maximum amount of weapons the upgrade can affect.

Bonus: The bonus that is applied to each weapon the upgrade affects.

Point-track Targeting Systems: These immensely powerful targeting computers affect the accuracy of any weapons they’re synced with. However, these systems have a much lesser affect on Large weapons.

Cost: 4 Cp

Requirements: None

Limits: 3 weapons

Bonus: +2 to all accuracy rolls when firing the specified weapons. Decrease the bonus to +1 if the weapon being affected is of Large size or bigger.

Munitions Expertise: Your ship has access to top-grade munitions experts who have tweaked the weaponry on your ship to peak capacity.

Cost:  6 Cp

Requirements: None

Limits: None

Bonus: Each weapon on the ship gains an additional +1 bonus to their damage rolls.

Power Shot: Some of the ship’s weaponry has been packed with an extra punch for armor penetration purposes.

Cost: 5 Cp

Requirements: None

Limits: Medium size weapons or larger only.

Bonus: The ship may ignore the first penalty to hit applied by debris (firing through a second debris field with a single shot still incurs a penalty from the second debris field). If there is no debris in the way, the ship incurs a -1 to the enemy armor roll.

The Workings of Warfare

This section takes you step-by-step through all aspects of the game; from the first conceived notion of a match to the final throes of the ships on the field. Within the next few sections, I’ll walk you through:

- Setting up a Match

- Preparing a Battlefield

- Combat (of course)

- Additional Rules

- A Beginner’s First Fleet

- Making it Up

- The BrikWars Inheritance

All of these rules are stand-alone and may be used separate from BrikWars and related supplements (as I’ll go over later in the rulebook, however, feel free to mash it up however you want).

Setting up a Match

The initial concept of a match is the first crucial step in getting you on the battlefield, so you can blow up ships and have fun. Your concept can be anything, and is only limited by the boundaries of your imagination. However, in this section I’ll provide some example scenarios to get you started.

Preparing a Battlefield

Obviously this depends partially on your match concept and application, however here I’ll provide basic setups for both the scenarios above and a standard battlefield for your average scenario-less match. Beyond these, it’s up to you, so I’ll also brush briefly over how one should set up a field of battle.


Now this is what you’ve been reading for. This section provides full rules for running a combat in BrikSpace (which is pretty much the entirety of the game).