Professional Documents
Culture Documents
BrikWars
Plas tic Building
Building Blox Combat
Combat System
by
Mike Rayhawk
BrikWars
BrikWars
Plastic
Plastic Building
Building Blox Combat
Combat System
Michael
Mi chael Rayhawk
brik wars.com
BRIK WARS 2002
Copyright
Copy right ©1995-2003
©1995-2003 Mike Rayhawk.
Rayhawk.
For more information and the complete rules, please visit http://www.brikwars.com.
© 2003
Disclaimer
Dis claimer
The concepts,
concepts, rules, infor
informa
mation,
tion, and general
general philos
philoso
ophy presented
presented or linked to in this text (which mate
material
rial shall hereaf
hereafter
ter be referred
referred
to as “This Stuff”) are completely
completely unau
unautho
thorized
rized and unsanc
unsanctioned
tioned by anyone,
anyone, any where, with the possi
possible
ble excep
exception
tion of Mike
Rayhawk, who pledges to autho
authorize
rize and/or sanction
sanction them only half-heartedly and on a very occaoc casional
sional basis.
basis. This Stuff is espe
especially
cially
unau
un autho
thorized
rized by the LEGO Group, TYCO, Ritvik, or by any producer
pro ducer of any type of plastic
plastic construc
construction
tion toys, or in fact by anyone
any one
even remotely
remotely connected
connected with any producer
producer of any type of toys, plastic
plastic or construc
construction
tion or other
other wise.
wise.
The original
original edition
edition of Brik Wars was largely based on the games Lego Wars and and Lego Wars II, copy
II, copy right © 1991, 1995 Eric O’Dell and
R. Todd Ogrin
Ogrin (which persons
persons shall hereaf
hereafter
ter be referred
referred to as ‘Our Di vine
vine Ances
Ancestors’).
tors’). A small and ever-decreasing
ever- decreasing amount of mate
mate--
rial in This Stuff is still based on ideas and phi loso
losophies
phies presented
presented in these games. Any such mate ma terial
rial may still be under
un der the copyright
copyright
of Our Di vine
vine Ances
Ancestors,
tors, and is used without
without their explicit
explicit permis
permission
sion (our apologies
apologies to you two guys, but you stopped respond
re sponding
ing to
e-mail
e-mail six years ago). Lego Wars and Lego Wars II were not authorized
author ized or sanctioned
sanctioned by the LEGO Group. The word ‘LEGO’(R) is
a registered trade
trademark
mark of the LEGO Group, and its inclu in clusions
sions in the titles
titles of Lego Wars and Lego Wars II were quite specifi
spe cifically
cally pro-
tested and prohib
prohibited
ited by the Lego Group.
LUGNET™
LUG NET™ is a trademark
trade mark of Todd S. Lehman
Leh man and Suzanne
Suzanne D. Rich, and is mentioned
men tioned in several
several pages throughout
throughout the rulebook
rulebook
without their permis
without permission.
sion. Their website
website at http://www.lugnet.com
http://www.lugnet.com is an incredi
incredibly
bly rich resource
resource for plastic-brick
plastic-brick enthu
enthusi
siasts
asts and we
could never recom
recommend
mend it highly enough.
All mate
material
rial contained
contained in or related
related to the Brik Wars rulebook
rulebook or made available
available at www.brik wars.com that can’t be proven to belong
belong
to one of those enti
en tities
ties mentioned
mentioned above is created
created by and copyright
copyright (c)1995-2001
(c)1995-2001 Mike Rayhawk.
Rayhawk. If you have any further
further questions,
questions,
please visit www.brik wars.com or e-mail
e-mail the author at rayhawk@art
rayhawk@artcen
center.edu.
ter.edu.
10 9 8 7 6 5 4 3 2 1
Contents
Fore word xiii
A Nutshell xiv
The Enlight
Enlighteened BrikWarrior xiv
BrikWars Hyperabridged xiv
Don’t Be An Anorak!—A
Anorak!—A Caution
Cautionary
ary Overv
Overview xv
Optional
Optional Rule: The Hammer
Hammer of Disci
Discip
pline :) xvii
0 Intro
troduc
ducttion 1
1 The Bas
Basic Guide 11
vii
BrikWars:
BrikWars: Contents viii
2 The Troopers’
Troopers’ Arse
Arsen
nal 19
2.1 Weapons an
and Eq
Equipment 19
2.1.1 Breaking Stuff 21
2.3.3 Spears 27
2.3.4 Axes 28
2.3.5 Flails 28
2.3.6 Incendi
diar
ariies 29
2.5 Creat
ating
ing New Weapons
Weapons and Equipm
Equipment 33
3 Advanced
Advanced Comb
Combat 34
BrikWars:
BrikWars: Contents ix
3.4.2 Explosions 43
3.4.3 Fire 43
3.4.4 Getting Stunned 44
3.4.5 Poison 45
4 Inter
Interact
acting
ing With The Envi
Environ
ronm
ment 46
5 Large Targets
Targets 54
5.3 Destroy
stroying
ing Large Struct
Structures 60
5.3.1 Compo
ponent
nent Dama
Damage 61
5.3.2 Gener
eral
alized
ized Dama
Damage 62
The Statis
Statistic
tic Ker-Pow! Tab
Table 62
6 Vehi
Ve hic
cles 65
6.2 Vehi
hicle
cle Perfor
Perform
mance 66
6.2.1 Acceler
eraation, Deceler
Deceleraation, and Turni
Turning 68
6.2.2 Propul
pulssion Types 70
7 Siege Weapo
Weapons 71
BrikWars:
BrikWars: Contents x
8 Standard
Standard Combat
Combata
ants 80
8.1 Soldiers 80
8.1.1 The Trooper
Th 81
8.1.2 Trooper Perfor
formance
mance Modi
Modififica
cattion 82
8.2 Special
cialiists 83
8.2.1 Amazons 83
8.2.2 Scouts 84
8.2.3 Synthetix 84
8.2.4 Slaves 85
8.2.5 Pilots 86
8.2.6 Mechanix 87
8.2.7 Medix 89
8.2.8 Technix 90
8.2.9 Kamika
kazzes 91
8.4 Civil
viliians 95
8.4.1 Normal Peop
People 96
8.4.2 Abnormal Peop
People 96
8.4.3 Bellig
liger
erent
ent Peop
People 97
9 Alter
Alternate
nate Spec
Species 98
BrikWars:
BrikWars: Contents xi
9.4 Human
mano
oids 108
9.4.1 Fantasy Races 109
10 Campaign
Campaigniing 110
10.1 Gather
ering
ing Oppo
Oppon
nents 110
Foreword
xiii
BrikWars:
Brik Wars: Foreword xiv
The hun
hundreds
dreds of pages of rules available for Step 1: Setup
BrikWars can often be intimidat dating
ing to new or Each player gathers
gathers together
together an army of mini-
mini-
casual players,
players, so we’ve boiled down the game to figs and equips them with minifig weapons
weap ons
its simplest
simplest form. Using this BrikWars (army size is left to the discre
dis cretion of the play-
play -
Hyperabridged version
version will allow you to safely ers). They then estab
es tablish
lish a battle
tlefield
field (which
ignore the entire remainder
remainder of this rulebook. might be a com plex construc
con struction of plastic
bricks, or simply a bare patch of ta blebletop
top or
floor). Each player sets up his army on his side
The Enlightened BrikWarrior of the battle
battlefield.
The players need to dedecide
cide the order in which
Far better it is to dare mighty things, to win glori
glo rious
ous tri-
tri-
they will take their turns. Tradi
Tra ditionally,
tionally, all play-
umphs, even though checkered
checkered by failure,
failure, than to take rank
ers roll dice; the highest
highest roll goes first, the next
with those poor spirits
spirits who neither
neither enjoy nor suf fer
fer much,
because they live in the gray twilight
twilight that knows neither
neither vic-
vic- highest
high est goes second,
second, and so forth.
tory nor defeat.
– Theo
Theodore Roose
Roose velt Step 2: Gameplay
During a player’s
During player’s turn, each of his minifigs
minifigs can
Because you will be playing
play ing with plastic-brick
plastic-brick move up to five inches, and make one attack
attack
enthusiasts,
enthusi asts, the standard of behav behaviorior is much on an enemy
enemy minifig.
minifig.
higher than if you were associ asso ciat
ating
ing with mere If a minifig
minifig attacks
attacks with a hand-to-
hand-to-hand
hand
wargamers (a supersti
superstitious
tious and cowardly
cowardly lot). Your weapon, he must be close enough to the en en--
goal is to make sure that everyone
everyone involved enjoys emy minifig
minifig to touch it with the weapon. The
themselves
them selves so thoroughly
thoroughly that peoplepeople reading attack
attacking
ing player rolls one six- sided die. On a
about it on your webpage months later will turn five or a six, the enemy
enemy mini fig is killed.
green with envy. If you get in an argument,
argu ment, make
If a minifig
minifig attacks
attacks with a ranged weapon, he
conces
con cessions. Take time to appre appreci
ciate
ate the crafts-
crafts-
must be within ten inches of the enemy
enemy minifig
manship
man ship of your opponents’
opponents’ construcstructions.
tions. Be a
and have a clear shot at some part of the ene-
ene -
cunning
cun ning and challeng
challenging
ing adversary,
adversary, but when your
my’s body (he can’t shoot through walls). The
opponent
oppo nent blows your prize creation into its com- com -
attack
attacking
ing player rolls one six- sided die. On a
ponent
po nent bits, share in his excitement
excitement and the sheer
six, the enemy
enemy minifig
minifig is killed.
glory of destruction. Play as if you were drunk
(many players
players will not need to fake this); when If for some reason
reason a minifig has no weapons,
weap ons,
faced with diffi
difficult
cult decisions,
decisions, ask yourself what he will have to borrow
borrow one from an ally or loot
Homer Simpson would do. If at any time you one off a dead minifig.
minifig.
become angry or bitter,bitter, don’t blame it on your When a player has moved and attacked
attacked with all
opponents;
oppo nents; take responsi
responsibil
bility for hav
having
ing taken the the minifigs
minifigs he desires
desires to, his turn is over and
wrong atti
attitude
tude towards the game. If you become the next player can go.
confused
con fused and frustrated
frustrated on the other hand, then it’s
probaably our fault; it means there is some glitch in
prob Step 3: End game
the rules that needs to be addressed. Make sure you If the players
players continue
continue fighting
fighting long enough
tell us about it. We take our responsi
responsibility
bility in this that only one player (or team) has sur viv
viving
regard very seriously. units left on the field, then he is the winner
winner
Wargamers, by and large, tend to be Anoraks Ano raks and the game is over.
- inflexi
inflexible, detail-oriented,
detail-oriented, possi
possibly
bly semi-autistic,
semi-autistic,
and happy to have a tightly-constructed
tightly-constructed box of That’s all there is to it. The best way to begin
rules in which
protected
pro tected from to hide
ever havthemselves
them selves
ing to so right
use the they will
half be
of playing
play
ver ing and
sion Brik Wars adisd whatever
then add to start
what everwith thispieces
bits and condensed
from
their brain. When organiz
organizing and preprepar
paring
ing for a the rest of the rulebook
rulebook seem cool.
game, Ano rak skills are invaluable. The Ano
Anorak
rak will Good luck!
BrikWars:
Brik Wars: Foreword xv
possibil
research all the possibiliities offered by the rules, and write out explicit lists of his sta
statis
tistics and unit capa
capabil
bilities
ities
so he will never have to delay the game by looking up charts and tables in the rulebook. Ano A norak
rak players
players will dis-
dis-
cuss which optional rules will be allowed and what overall
over all modi
modifications
cations and restric
r estrictions will be made, and their
decisions
decisions will pre vent arguments and frustra tration
tion during
during the game. For a large group, an Anorak will secure the
gaming
gam ing venue, set the schedule and make sure all the players have accu accurate
rate direc tions. There is usu
u sually
ally at least
one Anorak
Anorak who has the rulebook nearly memo mem orized, and this facili
facil itates gameplay tremen mendously.
dously. Even if he
remembers every thing wrong, it’s worth it not to have to be flipping pages every few minutes. Diehard
remembers Diehard Ano-
raks take the time to reflect on the impli ca cations
tions of every line in the book and send us criti critical anal yses
yses of details
that should be clari
clarified and changed, and that’s where ninety percent of our ideas come from.
Hopefully,
Hope fully, all this prepa
prepara
ration
tion will satisfy
satisfy the players’ Anorak
Ano rak impulses, because once the game has begun
NO ANORAK BEHAVIOR IS ALLOWED. No matter matter how innocent
innocent it seems, Anorak
Anorak thought crimes
impair and can even destroy a group’s
g roup’s enjoyment
enjoyment of the game and must be swiftly and severely punished. pun ished. If you
haven’t
have n’t prepared
prepared a punitive
punitive Hammer of Dis Disci
cipline,
pline, you might try having all play players
ers tackle the Anorak
Anorak to the
ground and giving
giving him painful
painful noogies or grinding
grind ing the knuck
knu ckles of their thumbs in the spaces between his ribs.
To deliver a sharp kick to the offender’s shin or groin is satis satisfy
fying
ing but should be reserved for especially
especially egre-
egre-
gious offenses. Even in extreme cases, resist the urge to shoot the Anorak Ano rak or to cleave him with a hatchet or
sword. Any minifigs or vehicles
vehi cles that get knocked over during
dur ing a proce cedure
dure of Anorak
Anorak Thought CorrecCorrection are
consid
con sidered
ered to have clumsily
clum sily fallen over with out taking
tak ing any damage.
damage.
While phys ical vio lence is by far the best rem remedy,
edy, it may be inappro
inap propri
priate in cer
certain
tain situ
situations; in these
cases,
drink aanything
any
sigthing quick
nifiicant
nif quanand
tity anti-cerebral
quantity anti-cere bral pose
of beer, com will do.
symNon-violent
Non-vio
bolist
bol lent retri
ist poetry ret
onrithe
bution
bution
spot,might
listen involve forc
to a series ofing the Ano
Anorak
rak
brick-related to
Zen
koans, or remove articles
articles of clothing and perform a short song and dance routine.
BrikWars:
Brik Wars: Foreword xvi
BrikWars:
Brik Wars: Foreword xvii
Optional Rule:
Rule: The Hammer of Discipline :)
For, besides the things that have been said, the nature of peo ples is vari
variable;
able; and it is easy to persuade
persuade them
them of some
something,
thing, but dif-
dif-
ficult to keep them in that persua
ficult persuasion.
sion. And things must be ordered in such a mode that when they no lon ger believe, one can make
them believe by force.
Machiavelli, The Prince
–Niccolo Machiavelli,
0
Introduction
War fare
fare is the greatest
greatest affair of state, the basis of life and death, the path to survival
sur vival or extinction.
extinction. It must be thoroughly
thoroughly pondered
pondered
and analyzed.
analyzed.
– Sun-Tzu, The Art of War
0.1.1 Rules
1
BrikWars:
BrikWars: Introduction 2
later chap
ple and ters offor
straight this
straightfor bookinare
ward, simto
simply
order plygive
too play
pintensive
inten sive
layers
ers tochance
the be appro
topri
priate.
ate. Awhich
decide group’s
of first few battles
battles
the Optional should
Rules theybeenjoy
sim -
and which are a waste of time, and to estab
establish
lish the group’s gam ing style. Play
P layers
ers that try to take all of BrikWars
in one bite tend not to play a second time.
BrikWars:
BrikWars: Introduction 3
The major
majority
ity of the rules are included to Smiley Ratings
resolve argu ments that may arise in unusual situ sit ua-
tions. If you can find quick and easy ways through
For those who like this sort of thing, this is the sort of
less-con ven
ventional
tional situ
situations without
without heated debate, thing they like.
then you can avoid having
having to deal with these rules. – Abraham
Abraham Lincoln
Lincoln
Only the most fool hardy player will wi ll try to use all
the rules, all the time; it will quickly become appar-
appar- :) - Happy Face
ent which rules are essential, which will be reserved
for occasional
occasional use, and which are never likely to be An Optional Rule marked with a Happy Face is
used at all. In BrikWars, only oneo ne rule is absolute: highly recom
recommended.
mended. This rule is fun for almost all
If you have an argument
argument over something
something for game types and playing
playing styles and you should look
which we have
haven’t
n’t yet created
created rules, make up new for excuses to use it.
rules yourself
yourself and roll some dice. If you come up
with some new rules that you’re espe especially
cially proud :P - Indiffer
ferent
ent Face
of, be sure and tell us about them and we’ll be glad Optional Rules marked with an Indiffer
Indifferent
ent Face do
to steal your ideas. not tend to make the game more or less fun. Playing
Playing
the game using these rules may be almost equivalent
equivalent
0.1.2 Depth to playing
playing the game without
without these rules, or it may be
that the benefits
benefits of these rules are counter
coun terbal
balanced
anced
In Italy for thirty years under the Borgias they had war fare,
fare, by the extra effort involved to use them.
terror,
terror, murder
murder and bloodshed
bloodshed but they produced
produced Michelan
Michelan- -
gelo, Leonardo
Leonardo da Vinci and the Renaissance.
Renaissance. In Switzer
Switzer-
- :( - Surly Face
land, they had brotherly
brotherly love; they had five hundred
hun dred years of Optional Rules marked with a Surly Face are usually
usu ally
democracy
democ racy and peace and what did that produce? pro duce? The
more trouble
trouble than they are worth. These rules are
cuckoo clock.
included only to cater to unique play
p laying styles or
–Orson Welles
game types, or to solve argu ments in unusual cir-
cir -
cumstances. You should try to avoid situations
BrikWars is designed to quickly accommo accom modate
date
which would require you to use these
these rules.
many levels
levels of depth. The manual
manual is divided into a
series of Books, each book adding
adding a layer of com-
com -
plexity.
plex ity. While you are encouraged
encour aged to change,
ignore, and make up new rules however
how ever you like, it can be a lot of work to wade through pages and pages of
information,
mation, checking
checking off exactly which rules to keep and which to toss. The Book divisions
divisions make it very easy:
each Book repre
represents
sents an incremen
incremental
tal jump in complex
complexity,
ity, so by choosing
choos ing a Book at which to stop, you can find
your com fort zone very quickly.
Book Divisions
Book One: Skirmish
Skirmish introduces
introduces you to basic combat
combat and a selection
selection of
o f infantry weapons
weap ons and equipment.
equipment. This
gives you the freedom
freedom to set up a landscape
landscape and toss a few squads of Troop ers at each other.
Book Two: Battle
Battle gives rules to let the Troopers
Troopers inter act more fully with their environ
envi ronments. It also gives
guidelines
guide lines for the construction of buildings and vehi vehicles,
cles, and the heavy siege weap ons you can use to arm
them.
Book Three: War details the many types of special specialized
ized combat
batants,
ants, civilians,
civilians, and other creatures
creatures which
may become involved in your battles
battles along with
w ith the generic Troop ers.
Book Four: Campaign
Campaign steps back and discusses discusses the practi
practical
cal and real-world aspects of running
running a
BrikWars game, and some of the sty stylis
listic
tic deci sions that can be made to change the over all nature of the game.
Supplements
plements can be used or omit ted at any level of depth; they are optional chap ters intended to cater to
specific
specific battle
battle scenar
narios.
ios. They are not
n ot included with this rulebook, but are or will be made avail able sepa
separately.
BrikWars:
BrikWars: Introduction 4
You will need more than just this rulebook to play BrikWars. Fortu
Fortunately,
nately, every thing else you do need is some-
thing you ought to have any way. If you don’t have some of these
these things, go out and
and get them.
Plastic Bricks. It just isn’t much fun to play BrikWars with without
out a good supply
supply of plastic
plastic bricks. If your collec-
tion is limited,
limited, you can supple plement
ment it with soldiers,
soldiers, vehi
vehicles,
cles, and bases built out of paper,
pa per, cardboard, clay, or
any number
number of other ma te teri
rials.
als. You can even use non-constructible units like green army men. However,
How ever, none
of these work quite as well as a really nice sup ply of plas
plastic
tic bricks. If you do go out and buy plastic bricks just to
play BrikWars, make sure you get the high-quality
high-quality ones and not some infeinferior
rior clone brand or you’ll be kicking
yourself
your self later and all the other
o ther BrikWars players will laugh at you.
Terrain. Ter
Terrain
rain pro vides cover and scenery
scen ery for the battle.
battle. Sometimes
Sometimes you’ll want to build this out of plastic plas tic
bricks, because
because it makes it a lot easier for your minifigs to stand up. You will often often want more terrain
terrain than you
can con ve
veniently
niently build with plastic
plas tic bricks—fortu
bricks—fortunately, al almost
most any thing can be used for ter terrain.
rain. A pile of
books makes a good mountain,
moun tain, a couch makes impass passable
able cliffs, a blue sheet makes a fine ocean, a bookshelf
book shelf
makes a great bombed-out skyscraper, and your dog can be the terri ter rify
fying
ing 10-story Dogzilla monster.
monster. Set up
pockets
pock ets of plastic brick for
forests
ests and plastic
plastic brick buildings
buildings and you’re good to go.
If you don’t build any terrain,
ter rain, and just play on a flat field, your infan try units will be at a severe disad
dis ad van
vantage
tage
versus
versus vehicle
vehicle units. If you build extremely dense, rough
r ough terrain, like a jungle
jun gle or ruined metrop olis, infantry
infantry units
will have a great
great advan
advantage
tage over vehicle units. The type of terterrain
rain you create will sig
signif
nifiicantly affect game balance.
balance.
BrikWars:
BrikWars: Introduction 5
If you’re not big on measurement, there are alteralterna tives to using strict inches–see Inches under 0.3.2:
natives
Game Terms.
You may also want a specially
spe cially pre pared 30–60 tri
trian
angle,
gle, if you decide you want to try some of the more
advanced optional rules in Chapter
Chap ter Three: Advanced Com bat.
Another
If you doPlayer. You
not have will need
an other
another at least
player, onecon
you can opponent,
oppo nent,one
struct unless
unless youplastic
out of areticreally
plas rebricks.
ally bored and want to play by yourself.
your self.
Some Free Time. You should not play this game at work be because
cause you are sup posed to be working.
work ing. If you are
in tech support or are a net work
work admin it might be okay. If you are an airline
air line pilot
pilot or a neuro
neurosur
surgeon, please
wait un til your shift is over. If you can find a way to build free time out of plas
plastic
tic bricks, be sure and let us
know.
PBB, Plastic Brick, or Plastic Building Brick. A name for any kind
kind of piece.
piece. We use this term in or
order
der to avoid us-
us-
ing the copyrighted name of any spe specific
cific company’s plas
plastic
tic brick; the last thing we need is for them to get angry
and set in motion
motion a sequence
sequence of events that would require
re quire us to go through all the trou ble and admin
ad minis
istrative
trative
overhead of arrang
ranging
ing the deaths and maimings of an en tire cor po
porate
rate legal department.
BrikWars:
BrikWars: Introduction 6
Antenna. An antenna is a long pole with a one-dot base, four Brix high. The pole can be gripped by minifigs,
and the base can be stuck to things.
Sling.
Turn. A period
period of time in which a single
single player moves all the units he wishes to move and resolves
re solves all the at -
tacks he wishes to make. (1.2: Game Cy cle)
BrikWars:
BrikWars: Introduction 7
Round. A longer
lon ger period
period of time in which all players
play ers in the game have
h ave each com pleted one turn. Try not to
confuse
confuse rounds with turns, or many of the rules will make even less sense. (1.2: Game Cycle)
Armor (or AV for Armor Value). This number, often often a number
number of dice, tells how much dam age a unit can take
before
be fore being
being injured or
o r destroyed. Every
Ev ery attack
attack causes a certain
certain number
number of dice of Damage.
Damage. When struck by an
attack,
attack, if the defend
defending
ing unit’s Ar mor Roll is as much or higher than the attack
at tacking unit’s Dam
Damage
age Roll, then the
defend
de fending unit suf
suffers
fers no harm. (1.3: The Trooper)
Critical Roll. Any time a player makes a Skill Roll or an Armor Roll, if all the dice end up on a one then thethe roll
is an Auto
Automatic
matic Failure.
Failure. If all dice end up on their highest-numbered face (all sixes when roll ing d6’s, all tens
when rolling d10’s), then the roll is an
an Auto
Automatic
matic Success.
Success. These are called Criti
Critical Rolls. (1.4: Ba sic Combat)
BrikWars:
BrikWars: Introduction 8
TekLevel (TL).
TekLevel
TekLevel is a number that
TekLevels
refers to an army or unit’s
teknological sophisti
sophistica
cation.
tion. Tek
TekL
Level Age Generic Trooper Types
A unit can make effec effective
tive 0 StoneA
Stone Age. CaveMen–Clubs, big rox. Dimmies–jun mies–junioriz
iorizing
ing zombie
zombie venom,
use of any weapon or stupid
stu pidity,
ity, freckles
freckles
equipment
equip ment from its own 1 ToolAge TribalMen–Spears, shortbows, horses, ziggu ziggurats, tiki
tikimasks.
masks. JawJaws–
TekLevel
TekLe vel or earearlier.
lier. One explo
ex plosive
sive breed
breeding,
ing, poi
poison
sonous
ous slime, the word meesa.
TekLevel
TekLe and they can 2
vel later and MetalAge BronzeAge Ancient cientMen–Chariots,
Men–Chariots, pyramids,
pyramids, agri
agricul
culture.
ture. Ancient
Ancient--
Gods–thunder
Gods–thun derbolts,
bolts, sky fortresses,
fortresses, earthquakes
earthquakes
equipment at -2
use the equipment
IronAge Classi
Classical
calMen–pha
Men–phalanxes,
lanxes, marble
marble columns,
columns, mounted archers.
archers.
Skill Penalty.
Penalty. Anything Faeries–pixie
Faer ies–pixie dust, pastel
pastel colors,
colors, faery magik.
more high-tek than that SteelAge:
Steel Age: Castle
CastleMen–hal
Men–halberds,
berds, catapults,
catapults, castles,
castles, heavy cavalry
cavalry
cannot
can not be used for its 3 Rennai
naisan
sanceA
ceAge
ge Pir
Pirate
ateMen
Men–gal–galleo
leons,
ns, mus
muskets,
kets, cannons,
cannons, modern
modern ma jor gener
generals
als
intended function.
function. NapoleonMen–dragoons, artil artillery,
lery, musket
musketeers,
eers, funny hats
TekLevels in Brik- Frontiers
Fron tiersMen–wooden
Men–wooden forts, minuteminutemen,
men, steam engines,
engines, rodeos
rodeos
Wars 4 Moder
ernA
nAge
ge WorldW
WorldWararTw
TwoM
oMen
en–m
–mac achi
hine
ne gu
guns
ns,, tan
tanks
ks,, hydro
hydrogen
gen bombs
lows. are
follows.
fol detailed as
S.W.A.T.Men–sniper rifles,
rifles, armored
armored trucks, headset
headset radios
radios
PostModernMen–stealth aircraft,
aircraft, cruise missiles,
missiles, the Internet
Internet
NearMiss. An at attack
tack that 5 SpaceAge SpaceMen–phasers, spacefleets, force fields, holograms
holograms
misses its target
target tends to 6 StarAge StarMen–death guns, energy blades, citystars,
citystars, battle
battlemeks
meks
strike in the neighbor
borhood
hood 7 Hyper
perA
Age InterDimensionalMen–time mamachines, sentient
sentient planets
planets
of the missed target.
target. If GodMen–omnipotentt con
GodMen–omnipoten contin
tinuum,
uum, ability
ability to under
understand women
there is a friendly unit in
that general
general vicinity, it al
al--
most al ways
ways gets hit. NearMiss rules are used to deter
termine
mine where the missed shot lands. (3.1.2: NearMiss
Rules)
Explosion Damage. Any Damage Roll measured in d10s or d20s causes Explo plosion
sion Damage. Ex
Explo
plosions
sions dam-
age every
everything
thing within their blast radius,
radius, and tend to set things on fire. (3.4.2: Explo
plosions)
sions)
tential.
tential. All minifigs, ex cept where oth
other
er wise
wise noted, have 1 point of Power.
BrikWars:
BrikWars: Introduction 9
Character. Most BrikWars units fit into certain generic cat ego gories.
ries. A Charac
Character
ter is a unit with per son
sonal
ality,
ity, with
unique stats and abili
abilities, who would be able to ad vance and im improve
prove over the course of several
several battles
battles if it
weren’t
weren’t for the fact that the mortal
mortality
ity rate in BrikWars is extremely
ex tremely unforgiving.
tics.
ferIfent
different youtypes
wantoftodice,
knowdivide
how many points
the number
num a die
ber of is worth,
faces on theindieorder to pur
by two andchase more
add one dice,
half or toThis
point. con vert
con vert betwee
between
will give youn
the average roll on that die. For instance, 1d6 is worth three and a half points, 1d10 is worth five and a half, etc.
After all
all the dice’s point costs have been added together,
together, any fractions must
must be rounded up in the final total.
total.
In general,
general, when buying mul multi
tiple
ple points, buy dice when ever possipos sible (e.g., buy +2d6 rather than +7 or
+1d6+4). Skill Ratings,
Ratings, especially, num ber higher than +3; convert them to d6’s.
especially, should never include a number
Remember
Remem ber that d10’s and d20’s are usually
usually only used for weapons
weapons causing
causing Explosion
Explosion Damage,
Damage, or for the
Armor ratings
ratings of vehicles
vehicles and buildings.
buildings. For everything
everything else, use d6’s.
In order to avoid having
having to write things down, you can use a system sys tem of Pips to
to keep track of changing
point values.
values. 1 ´ 1 Brix or Cylin
Cylinders
ders make good
go od Pips, since
s ince they are small, easily stackable, and com common
mon in
every color. However,
However, you can use anything
anything you feel is appropri priate.
ate. For vehicles or build
buildings,
ings, Pips are stacked
on or next to the affected com po nents. For minifigs, place the minifig on a 4 ´ 4 or 6 ´ 6 plate, and then stack
ponents.
the Pips behind the fig on this stand.
We’ve listed our preferred
preferred color choices for Pips below, but you may choose to assign any color Pip for
any purpose.
purpose.
Blue. Blue Pips stacked next to a Flyer in di dicate
cate its alti
altitude
tude in Stories.
Stories. When keeping
keeping track of accel celer
eration
ation
(4.3.2: Accel
Acceler
eraation), a stack of blue Pips next to an object
object indi
dicates
cates the direc
rection
tion and ve loc
locity
ity of its movement.
Grey. A gray Pip is placed next to a unit that has been Stunned or Exhausted. A stack of gray Pips on or next
to a Platform
Platform compo
component
nent indi
indicate
cate Functional
Functional Damage.
Damage.
BrikWars:
BrikWars: Introduction 10
1
The Basic Guide
Thus, a prince should have no other object, nor any other thought,nor take anything
any thing else as his art but that of war and its orders
and disci
disci pline;
pline; for that is the only art which
which is of con
concern
cern to one who commands.
commands.
Machiavelli, The Prince
–Niccolo Machiavelli,
Pregame Setup
1. You
You and
and yo
your
ur op
oppo
ponent
nent need to clear off a table or suitable flat surface
sur face on which to play the game.
Hardwood floors are good for larger battles. Partic
Particu
ularly huge battles
battles may range over several
several pieces of
furniture
niture and into adjacent
adjacent rooms.
2. Next
Next you
you have
have to set
set up som
somee sort
sort of ter
terrain
rain for the game to be played p layed on and in. This will determine
deter mine
much of the spirit of
o f your battle. Flat, feature
fea tureless
less plains are killing
killing fields for infantry,
infantry, offer ing them no
cover from snipers
snipers and war machines. Dense jungles jun gles and urban ruins are impassi
impas sible
ble to most ground
vehicles,
vehi cles, and excellent staging
stag ing grounds for ambushes and close combat. combat. Unless you have some prefer pref er-
ence, a mixture
mixture of several
several terrain
terrain types is usually
usually the most satissatisfy
fying
ing solution.
solution. You might use the fancy
modeled ter rain you can buy at your local gam g aming
ing store (if you don’t mind looking like a completecom plete
idiot for spend ing way too much money on flimsy pieces of crap), or you can set up piles of books
and furni
furniture as obsta
obstacles
cles (this is quick and effective
effective but detracts from the ambiance
ambiance some what). The
best solution,
solution, of course, is to build terrain out of plasplastic
tic bricks the more, the better. No normal per -
son will ever think you’re cool because of the wargames you play, but if you can show them pic tures
of the really cool landscape
landscape that you built out of plastic
plas tic bricks, you have a fighting shot at impressing
people.
3. Now it’s time to amass armies. Each team assembles as many soldier diers,
s, weapons,
weapons, vehicles,
vehicles, and
emplacements as are approappropri
priate to the bat
battle.
tle. Army size may be determined
deter mined by Construc
Construction Point
limits,
lim its, by the size of the battle
bat tlefield,
field, by scenario
scenario constraints,
constraints, or by ego. If your army size is limited
lim ited by
the size of your plastic brick collection, it means you need to go out and buy more plas plastic
tic bricks.
Armies do not neces essar
sarily have to be of equal or even remotely sim ilar strength, especially
especially if there are
a large number
number of players.
players. (In fact, when the armies are so dispro
dis propor
portion
tionate
ate that it is clear from the
11
BrikWars:
Brik Wars: The Basic Guide 12
Movement. The player whose turn it is moves all his troops and vehi hicles
cles their allot
allotted dis
distances.
tances. Noncombat
actions,
actions, such as oper
operat
ating
ing comput
puters,
ers, eating piz
pizzas,
zas, and mailing let
letters
ters are also handled
handled during
during the Movement
Movement
Phase. Bomb drops by Flyers
Flyers and Colli
Collisions
sions (includ
cluding
ing charg ing at tacks with lances or spears) may be made at
no penalty
penalty during
during this phase; any other attack
attack made during
during this phase is taken as an Oppor
Op portu
tunity At
Attack,
tack, with
whatever
what ever penal
penalties
ties apply
apply (usually 2 to the Attack Roll).
BrikWars:
Brik Wars: The Basic Guide 13
round).
not you This can become
may have to put acon fusing
fus
white ing
Pipin large
next to battles,
bat
eachtles, as as
unit play
players
youersmove
for getit which
indiunits
to indicate haveitmoved
cate that and
has used itswhich h ave
have
movement
movement
for the round.
If players
players are real grognards, they can choose to play with both Phases and Simul ta taneous
neous Action, each
taking
taking turns moving
moving one unit at a time, and then each taking tak ing turns handling
handling the attacks for one unit at a time.
This can become incred
incrediibly tedious in large battles,
battles, and is not really recom
rec ommended.
The Trooper is your most basic BrikWars unit.u nit. He will unques
unquestion
tioningly
ingly obey your every command and will
carry out even the most suicidal
suicidal orders to the best of his ability.
abil ity. Thanks to the regretta
regrettable
ble quality
quality of minifig
public
pub lic educa
education,
tion, fear and selfpreservation mean nothing to him.
Depending
Depend ing on the set ting, your Troopers might be island
islanders
ers with spears, sailors
sail ors with cutlasses,
cutlasses, medi -
eval swordsmen,
swordsmen, gunslinging cowboys,
cowboys, spacemen
spacemen with laser rifles, Indian braves, members
mem bers of the local
S.W.A.T. Team, elven archers, army rifle men, etc. the list is end endless.
less. The Trooper has been fully
combattrained,, and is pro
combattrained profi
ficient
cient in the use of all weap ons appropri
appro priate to his cul
culture
ture (e.g., a medieval knight
would have no prob
problem
lem using a hal berd, but would be hard pressed to use a semi au auto
tomatic
matic rifle for much
except as an unwieldy bludgeon).
BrikWars’ sys tem of unit classi
clas sifi
fica
cation
tion is almost simple
sim ple enough for a Dimmy to under stand.
BrikWars:
Brik Wars: The Basic Guide 14
round. In this case, the Trooper can move five f ive inches. If you don’t have a Arm
Ar mor: TL + 1 AV (min 2)
ruler handy, an inch is a little
little over three dots. Five inches is almost
al most pre- Skill: 1d6
cisely sixteen dots.) A unit’s Move ratrating
ing may be modi
modified by vari
various types
Cost: TL + 1 CP (min 2)
of Movement Bo Bonuses
nuses and Penal
Penalties,
ties, which are covered
covered in later chapters.
chapters.
Movement
Move ment Penal
Penalties
ties ex pressed in inches are sub subtracted
tracted directly
directly from the Speccialty:
Spe None
unit’s Move rating.
rating. Bonuses
Bonuses and Penal
Penalties
ties ex pressed as per
percent
centages
ages affect Rattio:
Ra None (troop)
how far one inch of Move will take the unit. With a +100% MB, it only
costs 1” of Move to walk two real inches, while with a 50% MP the unit
will only go a half inch for every
every 1” of Move. If a unit suffers
suffers from enough Penal
Penalties
ties to take the cumu
cumulalative
tive to-
tal to 100% or lower, it can’t move at all!
BrikWars:
Brik Wars: The Basic Guide 15
For acter
that Charac
Char instance,
ter tooka8unit withof1d6
points +4 age,
Dam AV he
Damage, could be con
would verted
first maketohisa 1d6
1Charac
Character
ter with
d6 Armor 1d6 AV
Roll,sub and
ing 12
tracting
tract thatHitPoints.
from the If
8
points of Dam age. Whatever was left over would be removed from fr om his HitPoints. If he rolled a 6 on his Armor
Roll, then his roll was a Crit ical Success
Success and he has avoided damage
damage altogether.
CP costs have been included for every type of troop, vehi cle, weapon, and build b uilding,
ing, depending
depending on the item’s
general
gen eral useful
usefulness in bat
battle.
tle. You are in no way obli gated to pay any atten
attention
tion to any of these point costs. There
are three ways to deal with CPs:
1. Igno
Ignore
re CP
CPss Com
Completely
pletely (highly recom
recommended)
mended) :)
Ignoring
Ignor ing CPs will save you an inordinate amount of time and trouble, especially
espe cially as your battles get
larger. If you can possi
sibly
bly avoid having to tally points, do it. Your pri
p rior
ority
ity should be building a mili-
tary force with person
personalality
ity and unique charm. If you spend too much time tryingtrying to squeeze the most
BrikWars:
Brik Wars: The Basic Guide 16
value out of every CP, you will end up with an army that is boring boring and generic,
g eneric, and you will have sig -
nifiicantly handicapped your ability
nif ability to enjoy the battle that follows.
To make this this work, every player puts together
together as big an
an army as he wants to field, limited
limited only by how
much effort he wants to put into construct
con structing
ing build
b uildings and vehicles. If there only two sides in the
battle,
bat tle, then you’re usu ally going to want the armies to be of roughly
ro ughly equal strength. Your best guess is
probaably good enough when you try to even them out no need to whip out the cal cu
prob cula
lators.
tors. If there
are more than two sides, it is much less important
impor tant that the armies be of equal or even vaguely simi similar
strength, as long as no one army or alliance
alliance obviously
obviously has more power than all oth ers combined.
2. CP
CPss as
as an
an Aft
After
erthought
thought (second
(second best) :P
If you are determined
determined to field per fectly matched armies, have every side assembleassem ble however many
forces they want, until everybody’s got about the same amount of mil miliitary strength (by your best
guess). Wait until this point before you let anybody
anybody even think about CP costs. We mean it if some-
body starts talking about their budget
bud get before they’re done building,
build ing, it’s time for the Ham mer of Dis
Disci
ci-
pline to make an appearance.
appearance. If you don’t have a Hammer
Hammer of Disci
Discipline, you can build one out of
plastic bricks.
Once everyone
everyone is finished build
building,
ing, have them each add up the total cost of their army. Which ever
total is highest
highest becomes the new point limit, and the players
players whose totals are below that limit may, if
they choose, add units and equipment to their armies until they reach the point total.
BrikWars:
Brik Wars: The Basic Guide 17
The attacker chooses the weapon he wants to use and the target he wants to attack. An attacker may
attack with one ranged weapon, with two hand weapons, weapons, or with any number
number of vehicle weap
weapons,
ons, but each
attacker can only focus on one target
target in any given turn.
For each weapon the attacker is using, he makes sure the target tar get is within range of the weapon (in the case
of Close Com bat weapons,
weap ons, the attacker has to be able to touch the target
tar get with the weapon) and make an Attack
Roll. He does this by making
mak ing a Skill Roll (a Trooper would roll 1d6), plus or minus any Skill Modi Mod ifiers that
apply (you won’t have to worry about these until you get into Chapter Chap ter Three: Advanced Com bat). If his modimod i-
fied Skill Roll is equal to or greater than the Usage Rat Rating
ing (UR) of the weapon, he hits his target;
target; other
other wise,
wise, he
misses. (In trivial
trivial cases, such as a Trooper breaking
break ing a glass window
window with a BaseballBat, the Rule of Fudge dic-
tates that you skip the Skill and Damage Rolls and just smash the window.)
When an attacker success
suc cessfully
fully hits his target,
target, the attacking
attacking player rolls the Damage
Damage Roll of the weapon
being used, and the defending player rolls the Armor Roll of the target. If the Armor Roll is equal to or higher
than the Damage
Damage Roll, then the target
tar get sur vives unharmed; othother
er wise,
wise, it is destroyed (or damaged,
damaged, in the case of
vehicles
vehi cles and buildings).
If minifig combat
combat is taking
taking up precious gam ing time that you’d preprefer
fer to devote to other tasks (vehicle
(vehi cle combat,
troop movements,
movements, scarfing down pizza and beer, etc.), or if you aren’t prepared to deal with all the details and
minutiae of even the Basic Combat
Com bat rules (this is your first game, you have attention
atten tion deficit disor
disorder,
der, you are
hung over, etc.), then the Dimmy Kombat rules are the way to go.
In Dimmy Kombat, all troops fight with equal talent, and weapons
weap ons are differ
differenti
entiated only by range. Reg
Reguu-
lar hand weapons
weapons (knives, swords, hatch ets) cost 1 CP. Polearms (spears, battleaxes, lances) cost 2 CP.
Shortrange weapons (pis(pistols,
tols, bows) cost 3 CP and have a range of 6"; longrange weapons
weapons (rifles) cost 4 CP and
have a range of 12".
A Dimmy Kombatant gets one attack per turn, even if he has two weap weapons.
ons. When making
making attacks in
Dimmy Kombat, you can forgetforget all that crap about Skill, Damage,
Dam age, and Armor. As long as your minifig has a tar-tar -
get within the range of his weapon, just roll 1d6 to make the attack. On a 6, the target tar get dies. 5 or lower, the
attack fails.
Dimmy Kombatants cannot make attacks with their bare hands; they must pick up some kind of weapon
(almost anything
anything will do, but objects larger than a Brik are too heavy to swing around for this purpose).
pur pose). Dimmy
Kombatants cannot
cannot damage vehi
vehicles
cles or buildings.
Addition
Additionally,
ally, you may decide to allow Dimmy Kombatants to use Dimmy Armor. Any removable remov able armor
item (helmets,
(helmets, shields, plate armor) can be bought for 2 CP and declared Dimmy Armor. If a unit wearing
BrikWars:
Brik Wars: The Basic Guide 18
Dimmy Armor is struck by an attack in Dimmy Kombat, he sur vives, but one piece of Dimmy Armor is
removed and dropped on the battle
battlefield
field next to the unit. That piece of armor is ‘ru ined’ and cannot
can not be picked
up and reused by the unit or by other units.|
If you decide to use the Dimmy Kombat rules, ignore Chap ter Two: The Trooper’s Arsenal. Much of
Chapter
Chap ter Three: Advanced Com bat, and many of the spe cial troop dis distinc
tinctions
tions in Chapters
Chapters Eight and Nine, will
be rendered
rendered irrele vant and should be ignored.
Destroyed vehicles are ripped apart, and the pieces are scattered
scat tered around the area in which the destruction
destruction
occurred. (If players are very attached to their vehi vehicle
cle mod els they can elect not to rip their con construc
structions
apart.) Remove half the pieces from the playing field, leav leaving
ing “realis
“realistic”
tic” debris behind. If a minifig unit is
destroyed, leave his dead body wherever
wher ever it falls.
You are encouraged
encouraged to vary the method of destruction
destruction to suit the nature of the attack. A Trooper hit by a
missile
mis sile would leave scattered body parts and a spat
s patter
tering
ing of small red pieces for blood. A gre grenade
nade tossed in the
cabin of a pickup truck would destroy only the front half of the truck. A blasted building building would lose an
appropriatesized chunk of wall. A Flyer hit by an experi
experimen
mental
tal Annihihila
lation
tion Ray would just disappear.
I was a piti ful,
ful, piti ful
ful dice roller in my youth, and occasion
occasionally
ally fall victim
victim to embarrass
embarrassing
ing relapses.
–Shaun Sullivan, NELUG mem member ber
2
The Troopers’ Arsenal
CMP" (Cargo Movement Penalty). This item is is heavy enough or clumsy enough that it encum
encumbers
bers the unit car -
rying
rying it. The unit’s Move rating
rat ing is decreased
decreased by the number
num ber of inches listed in this column.
col umn. If a unit is espe
especially
cially
19
BrikWars:
BrikWars: The Troopers’ Arsenal 20
DAMAGE or EFFECT. If a unit makes successsuccessful use of this item, it will ei ther do the damage
dam age dice listed in this
column,
column, or have the effect
effect listed in this column.
col umn. A weapon
w eapon listed as ‘slow’ may only be used once every other
turn. Damage
Damage ratings
ratings marked with ‘exp,’ ‘stun,’ or ‘fire’ do Explo
Explosive
sive (3.4.2: Explo
Explosions),
sions), Stun (3.4.4: Getting
Getting
Stunned), or Fire dam age (3.4.3: Fire), re spec
spectively.
tively.
PISTOL. Any shortrange weapon, such as a sling or a re volver. Some items in this cat cateegory, such as a
shortbow, will require
require two hands to use. Any ammu
am muni
nition
tion asso
associ
ciated
ated with a Pistol item (such as a quiver full of
arrows)
arrows) is free.
BrikWars:
BrikWars: The Troopers’ Arsenal 21
Any equip
equipment
ment item or weapon can be broken
broken if it Mate
Materrial Color Minimum TL AV
receives enough damage,
damage, or if it is used in a Close
Air, Water Clear 0 (Stone
neA
Age) 0
Combat attack and does
do es more dam
damage
age than its own
Armor Value. This can often hap happen
pen if a Pap
Paper, Glass 2 (IronAge) 1
Hokey reli gions
gions and ancient weapons
weapons are no match for a good blaster at your side, kid.
–Han Solo
design a distinct
distinct style for each type, Siege Pistol 6 — 4 12” 4 — 1d10 Exp
use a specific
specific color of transpar
transparent
ent
pieces for each type, or find some *Pis *Pistols
tolsAutomatic
(3.3.9: marked
Auto with
matic an aster
Fire) asterisk
isk can be used for Auto matic Fire at the UR listed in paren
pa renthe
theses.
ses.
BrikWars:
BrikWars: The Troopers’ Arsenal 22
2.2.2 Rifles
between
muskets, Rifle types. scor
and phaser In future
ons scenar
pions
pi sce
havenarios,
ios,
all many
been popunlikely
popu POOPs can be used as Rifles; laser crossbows,
ular weapons. cross bows, energy
After a minifig fires
fires a Pirate Musket, he must spend a full turn reloading
reloading before he can fire again.
At TL4 and above, all Rifles can be boughtbo ught as nonlethal Stun weap
weapons
ons affecting liv
living
ing targets.
targets. At TL5
these rifles can be bought as Stun weapons affecting
affecting electronic and mechanical targets,
targets, firing
firing an ion blast or a
scrambling
scram bling magneton beam. All TL6 Rifles can switch on the fly between doing normal nor mal damage
damage and firing
firing
Stunbeams that affect both living
living and mechani
mechanical targets.
be purchased
purchased and transported
transported sepa
sepa-
rately. It takes a minifig one full turn to load a Cannon
Can nonballball in the front of the Cannon, Can non, and one full turn to load
gunpow
gun powderder in the back; two minifigs working together can com complete
plete the two opera operations in one turn. To fire the
Cannon,
Can non, a minifig must have some means of lighting light ing the fuse a torch is best, but a minifig may also light the
fuse by shooting
shooting it with some kind of firearm.
The Bazooka can be used
used to launch any roughly coconutsized
coconutsized object, such such as a water balloon
balloon or a human
skull; mostly they are used to launch grenades
grenades and mis siles. Unlike other guns, where minifigs are assumed to
be car
carry
missiles
mis rying
siles ing
outan
ofunlimited
unlim
PBBsited
andsup ply have
then of ammu
ammuni
nition
tion
minifigs lugin them
their pockets,
pock ets,the
around withfield.
Bazoo
Bazookas
kascan
This youmake
have ittosome
buildwhat
gre nades
inconand
ve-
nient for your Bazooka troop to move around very much. It takes a full turn to pick up a fresh round and load
it into the Bazooka.
BrikWars:
BrikWars: The Troopers’ Arsenal 23
2.2.4 Explosives
hole in a Trooper, a MkII Mis- MkI Explosive 3 X 2 (4) (20”) (6) — 1d10+3 Exp
sile will not only inspire him to MkII Explosive 4 X 3 (6) (22”) (7) -1” 2d10 Exp
throw himself
himself into the air and
divide himself com po-- MkIII Explosive
himself into his compo 5 X 4 (8) (24”) (8) -2” 2d10+3 Exp
BrikWars:
BrikWars: The Troopers’ Arsenal 24
2.2.5 Archery
Archery weap
weapons
ons can only be Classi
Classifi
fica
cation:
tion: Archery
Archery
Lowtek Antiinfantry Ranged Weapons
Weapons
loaded by a minifig with a Quiver,
although in a pinch a sin gle minifig
Weapon TL 2H CP Range UR -CMP” Damage
with a Quiver could keep a whole
squad of archers supplied
supplied with Quiver 1 (X 1 — — — —
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BrikWars: The Troopers’ Arsenal 25
Though boys throw stones at frogs in sport, the frogs do not die in sport, but in earnest.
earnest.
–Plutarch
–Plutarch
+P num
Trooper ber. a Sling
using For would
example,have aa Chak
Chakrrum/Discus 2 — 3 +1P 2 — 1d6
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BrikWars:
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2.3.2 Blades
I must say, to die with one’s sword still sheathed is most regretta
regrettable.
ble.
–Miyamoto Musashi
Because of are
expense, they their
heldrarity and
mainly by
gener
gen erals
als and kings. The shortsword, saber, and knife are given to the foot sol diers, and they do the job well
enough, so who can complain?
com plain?
Chainsaws and Buzzsaws are excellent cutting tools but are very dif diffi
ficult to use in com
combat.
bat. The gyro-
scopic forces of the spin ning blade or chain make it tricky to swing around with enough skill to hit an adversary
adver sary
(this was a painful
painful lesson
lesson we learned during
during realworld testing).
testing). Usu ally, your troops will be using them against
inaniimate objects like locked doors and parked
inan park ed cars.
A LightSaber is a pow erful weapon but very expen expensive.
sive. You don’t want to hand these out to just any -
body. Usually
Usually you find these only in the hands of the students of the Farce (either the virtu tuous
ous JetEye Knights
or the evil Syph Lords). If one has the Farce as his ally, he can use a LightSaber to do some pretty impressive
impres sive
things indeed. If one does not have the Farce as one’s ally, one often ends up chopping chop ping off one’s own limbs
when swinging
swinging a LightSaber around.
A minifig can use a Double LightSaber onehanded as if it were a normal LightSaber. If the minifig is
trained in the Farce and uses both hands, he can use the Double
Double LightSaber to make two attacks per turn, even
against differ
different
ent targets
targets (a rare ability
ability indeed); he can also defend against any num ber of Close Com bat attacks
at no penalty.
penalty. If a minifig is not trained in the Farce, any failed roll made while attempting to use a LightSaber
or Double
Double LightSaber results in the loss of one hand, arm, leg, torso, or head (player’s choice).
2.3.3 Spears
Spears are interest
interesting
ing weapons
weapons because they can be used for a number
number of purposes. Except forf or the lances, they
can be used in close com bat or thrown as ranged weapons.
weap ons. But those minor applica cations
tions aside, the whole point
of having
having a spear is taking a firm grip on it and run
running
ning fulltilt at something.
something. If you’re riding
riding a horse or a motor -
cycle
cycle at the time, all the better. If you just mount a bunch of spikes on the front of your station wagon, better
yet.
The tri
trident
dent and the spear require two hands only when being used in Close Combat. Combat. A Trooper can
throw them with one hand or tuck them under one arm and rush someone.
some one. If a Trooper is using a Trident
Tri dent in
Close Com bat, he may choose to disarm
dis arm his opponent
opponent rather than dealing
deal ing damage.
damage. He makes his Damage
Dam age Roll
vs. his oppo
opponent’s
nent’s Skill rather than Armor. If the defender is holding
hold ing more than one object, the defender
chooses which item is dropped.
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nobody ‘unsticks’
‘unsticks’ the weapon, the *Wooden and Iron LancesLances can normally
normally only be used in Charging
Charging attacks.
attacks.
target
tar get is dragged around wherever
wher ever **An Iron Lance is very heavy and can only be wielded by a minifig with a Power of 2 or higher.
the weapon goes, and vice versa.
A spear that is used
used in a Charging Attack (or held fast against an onrushing onrushing opponent)
opponent) has the capacity capacity to
do a great deal of additional
addi tional dam age. First the Col Collilision
sion Speed between the attacker and target target must be deter-
mined as in a regu
regular Collilision
sion (4.3.6: Colli
Collisions).
sions). For each full 5" in the Col lilision sion Speed, the Damage
Dam age MultiMultiplier
plier
is increased by 1. If the Colli
Col lision
sion Speed is less than 5" then the attack is too slow to be a Charg ing Attack; the
attacker may make a regu reg ular Close Com
Combat
bat attack instead if appropriate.
For every point in the Dam age Multi Mul tiplier,
plier, the attacker takes a 1 Skill Penalty Penalty due to the high velocity. veloc ity. The
spear does its own Damage rating, rat ing, mulitplied by the Damage
Damage Multi Multiplier.
plier. If the resulting
resulting num ber is higher than
the spear’s Maxi
Maximum Dam age (listed in the Damage col column),
umn), the spear does only that Maxi Max imum Damage and
then shatters.
If a mounted soldier’s
soldier’s Charging
Charging Attack hits the target tar get but does not pierce the tar target’s
get’s armor, then the sol-
dier is knocked off of his steed.
2.3.4 Axes
Axes are good for some cheap Classi
Clas sifi
fica
cation:
tion: Axes
Close Combat
Combat power and range. Limb /Head/Torso Sepa
Separa
rators
tors
Unfortunately,
tunately, at the higher end,
they become kind of clumsy. Weapon TL 2H CP Range UR -CMP” Damage
Troopers
Troop ers who choose to carry Hatchet 1 — 2 CC 2 — 1d6
2.3.5 Flails
In combat
combat situ
situations, whips and chains are disdained
dis dained by normal
normal Troopers,
Troopers, since they are not partic
par ticu
ularly lethal.
Besides the fringe mar ket of sadists, psycho
psychopaths,
paths, and other torture special
cialists,
ists, these products are primar
marily
ily
intended for lonewolf adventur
adventurers,
ers, because of their many useful
useful second
secondary functions. All types of whips and
flails can be used to grab objects, in order to (for instance) yank a weapon out of an enemy’s hands, swing
across a bottom
tomless
less chasm, catch hold of a gargoyle
gargoyle as one is falling off a skyscraper,
sky scraper, latch onto the bumper of
a passing
passing truck so one can enjoy being dragged over sharp gravel and rocks, etc. In order to grab an object or
unit, a minifig simply
simply has to make a nor mal Attack Roll with his flail. A suc s uccess
cessful roll means he has grabbed
the object without
without damagaging
ing it (unless he is using a hook,
ho ok, in which case the object takes damage
dam age in addition
addition to
being grabbed). If a minifig wants his whip to let go of an object, it does so automatically like magic!
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Lassos
Lassos include every type Classi
Clas sifi
fica
cation:
tion: Flails
Painful
Pain ful Welt GenerGeneraators
of rope and vine. Leather whip
stats can also be used for rubber
rub ber
Weapon TL 2H CP Range UR -CMP” Damage
hoses, although rubber hoses are
flexible enough to ‘grab’ Lasso/Rope
not flexi 1 — (1) CC 3 — —
objects. Flails can be any rope or Leather Whip 1 — (1) CC 3 — 1d6 Stun*
chain with a weight on one end
Chain 2 — (2) CC 3 — 1d6 Stun
(nunchaku,
(nun chaku, morning
morning stars, etc.).
As with bolos, nets, and Flail 2 — 1+(1) CC 4 — 1d6+1 Stun
slings, a minifig attack ing with a Rope with Hook 2 — 2+(1) CC 2 — 1d6
flail must be able to swing it
dam age to unarmored flesh only. ( ) CP costs in paren
around over his head. If there *A whip does Stun damage parenthe
theses
ses indi
indicate
cate CP cost per 5" of
rope length.
are any headhigh
headhigh obstacles
within the ropelength of the flail,
the minifig does not have enough room to swing the weapon and must try some thing else. (When using a
Whip, the minifig must have one free inch to either side and half the whip length free to the rear.) Any time a
minifig rolls a Criti
Critical Fail ure when attacking with a flail, he sufsuffers
fers the Ewok Effect, striking striking himself for full
damage.
When deal ing with very long flail, it may take more than one turn to ‘let out’ the rope to its full length.
The minifig must have the flail
f lail coiled up before swing
swinging
ing begins. Each turn he may expand
ex pand or contract the
radius of his swing by up to 2"; this process
process requires two hands. (A Whip does not have to be ‘let out’ in this
manner,
man ner, although it does have to be coiled up before each use.) If the flail strikes a target or other object,
o bject, the
swing momentum
momentum is canceled
canceled and the minifig must coil up the flail and begin again. If the flail strikes a target
target or
object more than 2" inside the radius of its swing, the rope wraps around the target tar get and does no further
fur ther
damage.
BrikWars:
BrikWars: The Troopers’ Arsenal 30
takes a full turn, and the minifig must make a Skill Roll against the equipment’s
equipment’s UR in order to light a fire.
Torches never go out unless
unless they are deliber
erately
ately put out or doused in water.
Oil flasks, Molotov Cocktails,
Cocktails, and GreekFire must be lit on the turn that they are thrown (or launched
from a Bazooka). If they are lit but not thrown, or if they are shot or other oth er wise
wise ignited by an enemy, they
explode in the minifig’s hands. If they are thrown but not lit, they create
cre ate a pud dle of fuel which can be lit at any
later time.
To use a Flame Thrower or PlasmaGun, minifigs must carry some sort of porta table
ble power source, fuel
tank, or backpack
backpack canis
canisters.
ters. If the minifig takes more than three damage
dam age in a single
single attack, a roll of 1 on 1d6
means the fuel source explodes. If the fuel source itself is the target
target of attack, than if it takes 3 or more damage
dam age
it automat
automatiically explodes. FlameThrower fuel goes g oes up in a 1d10 explo
explosion;
sion; PlasmaGun fuel creates a 2d10
explosion.
Remember
Remem ber that any fire, including
includ ing the stream of fire from a Flame Thrower or PlasmaGun, burns every -
thing nearby. Fires do full damage
dam age within one half inch, and damage
dam age is reduced by 1d6 for every half inch after
that.
time to enter his head. When (No Helm Helmet) 0 — (-1) — — — (-1 AV)
they finally do, it’s time to either (Hel
(Helm
met) 2 — 0 — — — +0 AV
retire or pick up some armor.
At TL2 or higher, all VisoredHelmet 2 — 1 — — — +1 AV
Troopers
Troop ers and most other HorseBlanket 2 — 2 — — — +2 Horse AV
minifig units come equipped
hel met, and this HorseHelmet
with a standard helmet, 2 — 2 — — — +2 Horse AV
is already factored
factored into their CP
cost and AV stats. If such a unit takes its hel met off, then you may apply the No Helmet Helmet stats. For a unit that
does not come equipped with a helmet,helmet, do not bother with the No Helmet
Hel met stats. They have already been fac-
tored in.
Shields only protect
protect a minifig from attacks on one side. Imagine
Imag ine an infinite plane defined by the surface
of the shield. If an incoming
incoming attack origi
originates from the side of the plane away from the minifig, the minifig
receives the bene
benefit of the shield’s AV bonus. If the attack origi
originates on the minifig’s side of the plane, he
receives no bonus from the shield.
BrikWars:
BrikWars: The Troopers’ Arsenal 31
A player who decides to take Painted Armor into account must pick an AV bonus for each type of
painted armor worn by minifigs ini n his army. This can be hard to keep track of even in small battles and so the
use of Painted Armor is discour
dis couraged.
aged.
2.4.2 Equipment
Sometimes
Sometimes the Classifi
Classifica
cation:
tion: Equipment
Equipment
nature of a battle Special-Pur
Spe cial-Purpose
pose Items
will offer special
opportu
oppor tuni
nities
ties to the Item TL 2H CP Range UR -CMP” Effect
soldiers
soldiers that have JetPack 5 — 5 — — — ´ 2 Straight-line
Straight-line Minifig
Minifig Move
the tools to take
Parachute 4 — 2 — — — Prevents Falling
Falling Damage
advantage
advan tage of them.
These are those SuiteC
SuiteCase PsiAmp 6 — 10 5” — — Controls Normal
Normal Peopl’s
Peopl’s Brains
tools. Or some Preci
Precission Tool 1 — 3 — — — Some Special
cialist
ist Need Tools
of them, any way.
Skis 2 — 2 — — — ´ 2 Move on Slick Surfaces
Sur faces
There are all kinds
of tools you might Flippers 4 — 1 — — — Full Move Underwater
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BrikWars: The Troopers’ Arsenal 32
can flow down the chain of com- Bu Buggle, Drums 2 — 0 12” — — Commu
muni
nica
cation
tion
mand. A squad that falls out of Banner 2 — 0 * — — Commu
muni
nica
cation
tion
commu
com muninica
cation
tion becomes disori
disori-
(Hand Sign
Signals) 4 — 0 * — — Commu
muni
nica
cation
tion
ented and moves at half speed.
CB Radio 4 — 0 — — — Commu
muni
nica
cation
tion
*Ranges marked with an aster
as terisk
isk are only effec
effective
tive with direct
direct li neofsight con tact but other
erwise
wise have
2.4.4 Magikal Potions unlim
unlimited
ited range.
bac
bacte Blue Bull Blue 3 Minifig Can Fly for 1d6 Turns
tiveteria
ria give
pow
powers the itdrink
ers that such
cancels
cancels theincredi
incred ibleofcura
effects get--
get- Ginnis Black 1 Cures Poison, Reenergizes Unit
ting stunned or falling unconscious; it also
Yak’s Blood Brown 0 Dummy! Do
Don’t Drink Yak’s Blood!
BrikWars:
BrikWars: The Troopers’ Arsenal 33
everything as sim
simple
ple as possi
sible
ble three or four basic CC Weapon Length +1 CP per +1/2" of length
types of weapons,
weapons, units, and vehicles
vehicles should be -1 CP per -1" of length
If you
with the canand
details
details not stats
create
cre atefrom
yourscratch.
new item
Disby
Dis cussmodi
mod ify
yourfying
ing the
idea withstats of an existing
the other exist ing As
players.
players. item, then
long youcan
as you must
all come up
agree on
fair statistics and rules,
r ules, you can invent as many new types of equip equipment
ment as you like.
3
Advanced Combat
You can go a long way with a smile. You can go a lot farther
farther with a smile and a gun.
–Al Capone
34
BrikWars:
Brik Wars: Advanced Combat 35
high pointWhat’s
distance).
distance). to a low point,
more, foronly thefull
every horStory
horiizon
zontal
tal range needs
of height to be taken
dif ference,
differ ence, into account
two inches (ignor
(ignoring
are added ingrange
to the the added
of thever tical
tical
attack.
When one of these weapons
weap ons is used to fire at a target
tar get of the same height or higher, range is calcu
cal culated
lated as
normal.
nor mal.
Players
Players may choose a differ
ferent
ent number
number of inches for the tapering
tapering effect if it better suits the game style.
In Basic Com bat, when you fire a ranged weapon and miss, standard standard practice
practice is to feel momentarily
momentarily disap ap--
pointed and then move on to the next attack. In Advanced Combat, Com bat, there are a number of sit situ
uations in which
you’ll want to know exactly where the missed shot went. If you fire a missile, mis sile, it might miss by a few inches but
still catch the target in the blast
b last radius; if you throw a knife, you’ll want to see where it lands so you can pick it
up later. If you fire a laser at a base wall, you might miss the section
sec tion you were aiming
aiming for but still hit another
part of the base a few inches
in ches away. If you fire an assault rifle at a Trooper hiding
hiding in a crowd of bystand ers, you’ll
want to see who the innocent victims are.
Any time you make a ranged attack (throwing,
(throwing, firing,
firing, or launching
launching a weapon) and you fail the Attack Roll,
you or any other player may demand that the NearMiss rules be used to determine deter mine where the shot landed. (If
no one makes such a demand, it would be b e a waste of time to use the NearMiss rules; the shot disap appears
pears with-
out a trace and you can move on to the next attack.)
Figure
Figure out exactly how much you missed your Attack Roll by–this is your MissedBy number. In other
words, your MissedBy numbernumber is whatever num ber you needed to roll to hit, minus the roll you actually made.
BrikWars:
Brik Wars: Advanced Combat 36
mum range of the weapon). Where the Firing Fir ing Super Siege Weapon 4 ´ (Miss
(MisseedBy)" No Limit
Arc says ‘45°’ this means that the shot might Fired Minifig Weapons Weapons include
include all minifig ranged weapons
weapons that can be fired, or
minifig-scale projec
jectiles
tiles that are launched by any means other than throwing
throw ing them, as
have traveled in any direction up to 45° away with a spearthrower, baseball baseball bat, golf club, slingshot,
slingshot, etc.
from the direction
direction the weapon barrel
barrel was actu-
actu-
ally pointing.
How do you decide where in this target target area the shot lands? The bad news is, you don’t–your opponent opponent
does. (If you have more than one oppo nent, this will be whichever which ever opponentopponent controls controls or has the most vested
interest in the tartarget
get at which you were shooting.)
shooting.) Your opponentopponent may choose any target target within this area,
including
includ ing the original intended target
target or a differ
different
ent part of the intended target, target, but most often he will choose a
neutral
neu tral target
target like trees, the ground,
gro und, or the sky. He may also target another unit that is controlled controlled by you, him,
or an ally of either you or him. He may not targettarget units that are con trolled by players play ers that are not allied to either
of you, although such units may be caught in the BlastRadius of an attack.
Your opponent
opponent may not choose diffi difficult
cult or impossi
impossible
ble shots. Shots cannot
cannot travel around corners or boo-
merang around to strike an object from
merang fro m the far side (unless you were throwing
throw ing a boomer
merang).
ang). Missed shots can -
not be so ‘coin
‘coinci
ciden
dentally’ pre cise that the objects they strike or the open
openings
ings they pass through are smaller than
half a Blok or so, unless the Attack Roll was a Critical Failure.
If you run the NearMiss calcucal cula
lations
tions and there are no interest
inter esting
ing alternate
alternate targets
targets in the potential
potential strike
zone, assume that the shot flew off into the sky and hit nothing noth ing of any importance.
importance. If a weapon was thrown,
drop the weapon on the ground in the vague area of the target. target. Move on to the next attack.
Most
why this ofisyou
rule are
stric tlyalready
strictly groan
groaning
optional. How ing at the
ever, withthought of the
a standard
standard proplas
clear tractors
tractorsthirty-sixty
tic and straight edges
trian
triangle involved,
gle (you’ll and
want that’s
a pretty
large one) and a little
lit tle prepa
preparation, this is much easier than it may first seem and can actu actually
ally be much quicker
than the normal NearMiss system.
Once you have your plastic trian angle,
gle, grab
g rab a permanent marker and a straightedge and pre prepare
pare to deface
your precicision
sion drafting
drafting tool. From each corner cor ner of the hypote
hypotenuse, draw long radiat
radi ating
ing lines in 7.5-degree inter-
vals. By marking
marking each line with its cor re respond
sponding MissedBy num number,
ber, you will be able to quickly place any shot
with a MissedBy num number up to 8. (If this explana
explanation
tion is unclear, please see the illustratration
tion in the corresponding
section of the HTML rules r ules at www.brikwars.com.)
If you don’t have a 30-60 trian gle, you can find angles with PBB slopes. The angle of a 1 ´ 2 sloped Brik is
angle,
just about 45°, a 1 ´ 3 sloped Brik is slanted at about 30°, and a regu regular rect
rectan
angu
gular Brik has per perfect
fect 90° corners.
corners.
Using these slopes as guidelines
guidelines (singly or in combi bina
nation),
tion), you can estimate
esti mate any angle
ang le you might want. How -
ever, using this method is almost certainlycer tainly more trou ble than it is worth,
wo rth, and should be avoided except in emer -
gency situations.
BrikWars:
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If a soldier
soldier or unit did not make any attacks on his pre vious turn and is holding his weapon in a ready position,
he can make an Opportu
Opportunity Attack dur
during
ing his opponent’s
opponent’s Movement
Movement Phase, when an enemy unit moves into
his field of fire (becoming
(becom ing a Target
Target of Opportu
Opportunity).
nity). He fires at -2 to Skill, and cannot
cannot take any bonuses from
aiming.
A soldier can avoid this -2 Skill Penalty
Penalty if he specif
cifiically prepares
prepares to attack Tar gets of Oppor
Opportu
tunity
nity at the
end of his turn. This is useful
use ful when a player wants to have one squad pro vide cover for another when advanc-
ing through open ter rain, or when he orders the troops man ning the base guns to fire at any thing that moves
(outside the base, that is). You can tell a soldier
sol dier is prepared
prepared to attack Targets
Targets of Opportunity because he is
kneeling or lying down. Changing
Chang ing to a kneel ing or prone position,
posi tion, or getting
getting back up from one, takes 1" of
Movement.
Move ment. To make a minifig kneel properly, turn his legs backwards.
In some cases, sol diers cannot
can not kneel or lie down and still have a good shot at the area they want to cover;
in this case, you must announce that your soldiersoldier is readying himself to attack Targets of Opportu tunity
nity and put
him in some kind of a ready position.
position. Even if he is already in the correct
correct position, get
getting
ting ready for Opportu
Opportu-
nity Fire still takes 1" of Movement,
Move ment, and he must spend 1" of Movement
Movement returning
returning to normal
normal on the following
turn before he can move normally.
Soldiers
Sol diers with Close Com bat weap weapons
ons may also attack Targets of Opportu tunity
nity if they did not make an
attack on their pre vious turn, although
although this is more rare. This attack is made at -1 Skill. If the Target Tar get of Oppor-
tunity
tu nity then turns and attacks the soldier,
soldier, the soldier
soldier may not counter
counterat attack
tack with the weapon he used in the
Opportu
Oppor tunity
nity Attack.
If an enemy unit moves to make a Close Com bat attack on one of your sol diers, your soldier sol dier may take an
Opportunity
tunity Attack on the enemy unit first, if your soldier’s Close Com bat weapon is signif sig nifiicantly longer
longer than
the enemy’s (e.g., a halberd
halberd versus
versus a saber, a spear versus
ver sus a hatchet, etc.). If the enemy comes within range of
your soldier’s
soldier’s Close Combat weapon but does not attempt to engage your soldier soldier in Close Com bat, your sol soldier
dier
may also make an Opportu
Opportunity Attack. Close Com Combatbat troops who spend 1" of Movement
Movement prepar preparinging to attack
Targets
Tar gets of Opportu tunity
nity hold their weapons
weapons over their heads rather than kneeling.
Pilots driving
driving vehicles
vehicles may prepare them
themselves
selves for Opportu
Opportunity
nity Fire if their vehicle is not moving.
mov ing. Gun-
Gun-
ners who have been at their posts for a full turn or more are always prepared prepared for Opportu
Opportunitynity Fire, unless for
some reason
reason they are at less than full alert. Computer-con
Com puter-controlled guns can never pre prepare
pare for Opportu tunity
nity Fire,
because even in the future, comput
com puters
ers made of ABS plastic
plastic have slow reflexes and poor target-antic
target-anticipa
ipation
tion
algorithms.
A soldier’s
soldier’s legal field of Opportu
Opportunity
nity Fire includes whatever
whatever he can see, within the range of his weapon. A
soldier’s
sol dier’s field of vision extends to 45° on either side of whichever direction direction his face is i s point ing. A Siege
Weapon on a tur turret
ret or hinge can fire at anything
any thing within the field of vision of the soldier
sol dier control
controlling
ling it, within
the range of the Siege Weapon, within the range of how far the turret tur ret or hinge can turn to point at the target. A
‘fixed’ Siege Weapon (one not on a turretturret or a hinge) is lim ited to a 45°
45 ° cone of fire, 22.5° to either side of the
direction
direction the fixed weapon barrel
barrel is pointing.
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During your opponent’s turn, you should be thinking of ways to frus frustrate
trate his plans and thwart his success
suc cess
beyond mere Opportu tunity
nity Fire. If one of his trucks tries to run you over, jump out of the way. If his star frigate
is about to fire turbodisruptors, raise the shields. If his boogieman is about to spot you, duck under the covers.
Actions taken on an opponent’s
oppo nent’s turn are called Opportu tunity
nity Actions, and are most often taken to respond to
an attack.
To respond to enemy actions, a unit must notice and recog ognize
nize the action in time to take the proper
response. If he sees an enemy point a rifle at him, he may have time to jump for cover; if he only hears the
sound of the gun shot, it’s already too late. It is up to the players to determine
deter mine on a case-by-case basis whether
the reacting
reacting unit would conceiv
conceivably
ably be able to respond in time. If this becomes a source of arguments that can’t
be resolved with a What I Say Goes Roll, dis allow Oppor Opportu tunity
nity Actions until you are ready to stop being a
bunch of Anoraks.
To notice an enemy action in time to counter teract
act it, it must occur within the unit’s field of vision (deter-
mined bypected
the direction
any unexpected
unex direc tion Soldiers
noise. hisdiers
Sol face is pointing).
pointing).
attempt
attempting The
ing to excep
exception
move tion is
stealth ilyamove
stealthily unit on
at sentry
sen
halftry duty, to
speed; who
hearwillthem,
turn sentries
to investi
sen inves
tries timust
gate
make a Skill Roll ver sus a UR equal to how many inches away the soldier sol dier is. Units with the Stealth specialty,
specialty,
such as Ninjas,
Ninjas, never make any sound and cannot be detected in this manner.
Once your unit has h as detected the enemy in motion, he must try and respond before b efore the enemy can com -
plete his action. This is resolved as a contest
con test of Skill. If the enemy action requires a Skill Roll, then the enemy
rolls his Skill versus
versus the usage rating
rating of the action he is attempting
attempt ing to take; other
other wise,
wise, he makes a Skill Roll
against a UR of zero. The reacting
reacting unit does the same, making
making a Skill Roll against the UR of the action he is tak-
ing in response, or against a UR of zero if his response
respo nse does not require a Skill Roll. However, the react ing unit
has a -2 Skill Penalty on this roll. Which ever unit’s Skill Roll exceeds his UR by more, acts first (or more skill skill--
fully, if success
success depends on skill rather than speed, as it does when w hen you are trying
trying to dodge a car whose driver is
trying
trying to hit you). If both units’ Skill Rolls exceed their URs by the same amount, their actions occur at pre p recisely
the same time.
reacting unit can avoid the -2 Skill Penalty if he is properly
A reacting prop erly prepared. He may specif cifiically pre
prepare
pare him-
self to take a certain
cer tain action at a moment’s notice (much like a soldier prepar preparinging for Opportu
Opportunity nity Fire), costing
costing
1" of Movement
Movement to prepare
prepare and 1" to return to normal
normal afterwards. He may also Focus on a single sin gle enemy unit or
small group of enemy units, so that he may react instantly to their actions. This state also costs 1" to enter or
leave. A minifig who is engaged in Close Combat Combat or who is the recipirecipient of a Close Com bat attack or o r a Col
Collili-
sion automatmatiically Focuses on his attacker with no MovementMovement Penalty,
Penalty, unless he was Focusing
Focus ing on someone
else when he was attacked!
The most common
common Opportu
Opportunitynity Action is to attempt to dodge an attack. The reactingreacting unit rolls against a
UR of zero; if he succeeds,
succeeds, he must jump a short distance
dis tance away–one inch if he remains on his feet, or two
inches away if he is willing
willing to land in a prone position.
posi tion. This may allow a knife fighter to jump inside past the
effective
effec tive range of a halberberdier,
dier, an outmatched
outmatched fighter to escape from Close Combat, Com bat, or an unpopu
unpopu lar lar pol iti
iti cian
to dodge a sniper bullet. A unit attemptattempting
ing to dodge Automatic Fire must either jump out of the cone of fire or
behind some kind of cover or his dodging dodg ing will have no effect at all on his chances of getting hit.
A second
second common reac reaction,
tion, when there is no room to dodge, is to parry an attack with a weapon or piece
of equipweap
equipment.
Ranged ment.ons
In can
thisbecase,
usedthe parry
rying
to parry ing
as ifunit
theyrolls
wereagainst
Hammersthe UR S of
or Shov the
hovels weapon ing
he on
els (depending
(depend is using to parry
their size), with.
although
Bows will be ruined if used in this manner
manner and Pistols
Pistols are rela
relatively useless
useless for parry
parrying.
ing. A very light weapon
(such as a knife or a saber) cannot
cannot be used to parry a very heavy weapon (such as a battleaxe or a mace), and no
BrikWars:
Brik Wars: Advanced Combat 40
1. He is a Squ
Squad
ad’s
’s co
com
mmu
muni
nica
cations
tions offi cer (he has a radio), in which case any member
mem ber of the squad
within shouting
shouting distance
distance (8") may take part in the com bined attack.
2. He is
is pi
pilo
lotting a vehicle
vehicle and has some means of signal
signaling
ing other vehicles
vehicles (radio, a battle
battle flag, a bugle), in
which case any vehicle
vehicle in commu
muni
nica
cations
tions range may join him in a combined attack.
3. He is a her
hero,
o, a cha
chammpion, or some other sort of authority
authority fig ure, in which case he can order any
lesser units within commu
communi nica
cation
tion range to join in the combined attack. If he has no com mu muni
nica
ca--
tion equipment
equipment himself,
himself, hope fully he is within shouting
shout ing dis tance of a unit who does. This unit may
then relay the order and achieve the desired effect.
As history
history progresses,
progresses, new kinds of weapons are develdeveloped
oped which have an extremely high rate of fire, signif
sig nifii-
cantly changing
changing the tactics of bat
battle.
tle. Rather than sighting
sighting a target and taking a shot, a sol
soldier
dier with an automatic
automatic
weapon has the option
option of just spraying a whole area with gunfire and hoping
hoping he hits something
something important.
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Brik Wars: Advanced Combat 41
A typ
typiical auto matic weapon has three fire f ire set tings: one-shot,
one-sho t, three-round burst, and full-auto. Any
Trooper can switch instantly between fire settings; Civilians
Civil ians unfamil
miliar
iar with automatic
automatic weapons
weapons have to take
-1MP" each time they switch settings,
settings, if they can figure
figure it out at all.
An automatic weapon has two UR sta statis
tistics.
tics. One-shot attacks use the first UR, and are han dled as a nor-
mal ranged attack. Three-round bursts and full-auto shots are consid considered
ered Automatic
Automatic Fire, which uses the sec-
ond ‘Auto’
fire multi
mul URthe
tiplies
plies listeffect
listing
ing inof
paren
parenthe
the theses.
ses. Auto
weapon’s UR is higher than a weapon’s standard
recoil. stan dard UR, because a high rate of
A three-round burst is used to attack a single sin gle tar get three times. Each round is rolled sepa
sep arately against
the weapon’s Auto UR, doing normal normal dam age. If mulmulti
tiple
ple shots hit the target, they do com bined damage.
Full-Auto fire is used to attack an area rather than a sin gle tar get. The area is determined by the range of
the weapon and the arc through which the attacker swings the bar rel. For every fif teen degrees of firing arc,
there is a -1 Skill penalty
penalty to hit anything.
anything. (This is one more rea son why it’s nice to have a modimod ified 30-60 trian
trian--
gle as described above in the Geomet metric
ric NearMiss rules.) The attacker may attack as wide an area as he wishes,
even to the extent of spinning
spin ning all the way around, but keep in mind that the more area he covers,covers, the less likely
he is to hit anything important.
When a unit makes a full-auto
full-auto attack, the player
player must make an Attack
Attack Roll for every destruc
destructi
tible
ble target
target in
the attack area. He rolls against the weapon’s Auto UR, minus the Skill Penalty for the size of the fir ing arc.
Penal
Pen alties
ties for the size of target
target area and dis tance still apply; mod
modiifiers for speed and aiming do not. The attacker
takes no Skill Penalty
Penalty for firing at tar
targets
gets he can’t see (this is a good
g ood way to take out snip ers and stealth units).
Friendly and neutral targets
tar gets in the attack area are just
j ust as likely to take fire as the enemy units, so be careful!
If a troop weapon is used in full-auto fire, its clip is emptied
emptied and a minifig must spend a full turn replacing
replacing
the clip before the weapon can be fired again. For tu tunately,
nately, any minifig that carries
carries an automatic
automatic weapon will
always seem to have extra clips handy. Automatic
Auto matic Siege Weapons
Weapons are fed withw ith ammunition belts or high-capac-
ity energy magazines and so can be used in full-auto fire every turn.
Using Full-Auto fire to attack an area is one of the few ways in which a unit is allowed to attack more than
one target
target in a sin gle turn. A unit may use mul
multi
tiple
ple automatic
automatic weapons
weapons to attack the same area. It may not com -
bine one Full-Auto attack with another Full-Auto attack target geting
ing a differ
different
ent area, or with any non-Full-Auto
attack.
3.3.5 Rasslin’
Units with arms and hands, or other grabbing append ages like robo-claws or croc
crocoodile mouths, can grab other
units.
Combat
Com If the
bat targetthey
target
bonuses unitmay
would preIfferthe
have. not to be grabbed,
defender is carry then
carrying
ing orboth
wearunits must
ing any make
equipment
equip menta Skill Roll, plus
that gives any Close
bonuses to his
Armor (e.g. from a Shield or PlateArmor), those those bonuses are added to his Skill Roll; if either
either combat
combatantant is car-
rying
rying equipment
equipment that incurs a Movement
Movement Penalty,
Penalty, that penalty
penalty is subtracted
subtracted from his Skill Roll.
If the attacker’s roll is higher, then he has successsuccessfully
fully grabbed the defender. If the defender’s roll is
higher, not only has the attacker failed to grab him, h im, but if the defender wishes then he has grabbed the attacker
instead. If the roll is a tie, then neither
neither combat
combatantant has grabbed the other.
Once a unit has grabbed another unit, he may do with him as he pleases! If the unit is strong enough, he
can pick up the other unit and throw him or use whatever what ever pro-wrestling
pro-wrestling move he fancies.
fancies. If he is not strong
enough to lift the other unit, he can hold it in place (if he is as strong or stron ger than the grabbed unit) or at
least slow it down (since the grabbed unit is now forced to drag it around).
If a unit has been grabbed and is not no t happy with the situsituation, it may try to break free (unless it obviously
obviously
has no ability to do so). The grabber
grab ber and grabbee each roll as many d6es as they have points in their respective respec tive
Power ratings.
ratings. If the grabbed unit rolls higher than the unit grabbing grabbing it, then it has broken
broken the grabbing
grabbing unit’s
grip and can escape.
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Brik Wars: Advanced Combat 42
Besides
general
gen theget
eral to basic Attack
diersRoll/Damage
his soldiers
sol Roll/Dam agewilling
killed, if he’s Roll
will ingsequence,
to put upthere
with aare
fewa whole bunch of excit ing ways for the eager
extra rules.
3.4.1 Overkill
There is a certain
cer tain elegance in treat
treating
ing a battle
battle like a surgi
surgical
cal proce
procedure,
dure, prudently allot
allotting
ting forces in measured
measured
propor
pro portions
tions to precisely elimi
elim inate each opponent
opponent and objective. Fortu tunately,
nately, elegance
elegance is a tempta
temptation
tion that is
easily resisted, and you will find a much deeper satis isfac
faction
tion in hitting
hitting your opponents with many times as much
firepower
firepower as the situation really calls for.
A given target
target can only absorb so much damage
dam age before allowing
allowing the rest (called Surplus
Surplus Damage)
Damage) to con-
con-
tinue unimpeded.
unimpeded. If an object (or the part of the object in the path of the attack) is destroyed by an attack,
count the number
number of dice in the object’s Armor Value and subtract that many dice from the attack’s Damage Dam age
Rating,
Rat ing, regardless
regardless of the rela
relative sizes of the dice. If there is more than one type of die in the Dam age Rating,
Rating,
start by removing the largest dice.
The attack contin
con tinues
ues along the same path
p ath (based on a straight line drawn from the attacking unit to the
center
cen ter of the target)
target) until its Range is exhausted or until the extent of its Surplus
Surplus Damage
Damage has been spent on
successive
cessive tar gets. If the damage
dam age is the result of sev eral units acting
act ing together in a Combined
Combined Attack, then you
may have to compare
com pare several of these lines together to see how many of them hit any given target.target. There will be
cases in which it will be ambigu
ambiguous whether a target
target will or will not be struck by Surplus
Sur plus Damage;
Damage; determine
these cases with a What I Say Goes Roll.
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3.4.2 Explosions
3.4.3 Fire
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Electrical sys
systems
tems recover from Stun damage
dam age normally.
normally. Purely mechani
mechanical systems cancannot
not recover from
Stun damage
damage by themselves.
themselves. A minifig with the Mechanikal Abil
Ability
ity spe cialty can repair one level of mechani
mechan ical
Stun damage
damage if it works on the affected compo
com ponent
nent for one full turn.
In a desper
desperate
ate situ
situation, a unit can put forth Extra Effort,
Effor t, giving itself either an addi
additional
tional 5" of Movement
Movement or 1
point of Power. Even vehicles
vehicles can be forced to put forth Extra Effort if forced to do so by a minifig with either
the Piloting
Piloting or Mechanikal Ability
Ability special
specialties. At the end of the turn, the unit must roll rol l 1d6 - if it rolls a 4 or
lower, then the unit is Stunned from exhaus
exhaustion.
tion. if a Stunned unit puts forth Extra Effort, it can behave as if it
were not Stunned, but at the end
end of the turn it must roll a 6 on 1d6 or it falls Unconscious.
3.4.5 Poison
Many units are sus cepcepti
tible
ble to some form of poison.
poi son. Minifigs and animals
animals may be bitten
bitten by venom
venomous
ous snakes or
struck with poisoned
poisoned blowdarts. ComputComputers ers and androids may become infected with ComputerViruses.
Undead creatures
creatures may getg et spritzed with HolyWater. Sleep ing princesses
prin cesses may wake up to find a Dimmy kissing
them.
In each case, the poison
poi son does no damage on the turn it is received. The affected unit receives a number of
Poison
Poi son Points, indi cated by green Pips stacked next to it. From that point on, every time the unit begins a new
turn, it takes 1d6 Stun Damage
Damage for each point in its Poison Rat ing. For every die that comes up ‘1’ in the Poi-
son Roll, remove one point from the unit’s Poi son Rating Rating - the poison has run its course.
If a Medik (or whatever
whatever type of specialcialist
ist is appropri
appropriate
ate to the type of Poi son in use) gives Medikal treat-
treat -
ment to a Poi soned unit, he can remove 1d6-3 1 d6-3 points per turn from the unit’s Poison
Poi son Rating.
If a player wishes to cre ate a poipoisoned
soned weapon, it costs 1 CP per Poi son Point. WheneverWhen ever the weapon
does damage
damage to a vulner
vulneraable target,
target, the target
target receives Poison
Poison Points instead of taking
taking regular damage.
Any unit that bites or eats a unit that has been Poisoned
Poisoned or is Poi son
sonous
ous runs the risk of being Poisoned
Poi soned
itself. Roll dice as if the biting
bit ing unit had been struck by a poisoned
poi soned weapon with as many Poison
Poison Points as are in
the bitten
bitten unit’s Poison
Poison Rating.
Some Poi sons do not kill their targets
tar gets but have other danger
dangerous
ous effects. These Poisons render their vic-
tims Exhausted and Unconscious
Unconscious in the normal
normal manner
manner but have a final stage other than death. These include
paralytic
alytic and mind-control
mind-control Poisons. Many supernat natuural creatures,
creatures, such as zom bies, were wolves, vampires, and
Dimmies, have poisonous bites that eventu tually
ally turn victims
victims into zombies, were wolves, vampires, and Dimmies.
4
Interacting With The Environment
When it is advanta
advanta geous, move; when not advanta
advanta geous, stop. Anger can revert to hap pi
piness,
ness, annoyance
annoyance can revert to joy, but a
vanquished
vanquished state cannot
cannot be revived, the dead ruler cannot
cannot be brought back to life.
The Art of War
–Sun-Tzu, The
–Sun-Tzu,
Generals
Gener als have little
little interest
interest in staging bat
battles
tles on bare asphalt plains. Without
With out trees, innocent
innocent bystanders,
bystanders, and
small furry animals to take stray bulbullets
lets and get caught in explosions,
explosions, troop morale becomes almost impossi impos sible
ble
to maintain.
maintain. As such, the thoughtful
thoughtful commander
commander will send the troops into locations
loca tions where they will have the
opportu
oppor tunity
nity to contend
contend with rough terrain.
Minifigs are not required to maintain
maintain strict mili
military posture
posture on the battle
tlefield;
field; depending
depending on the circum-
stances, it may beb e necesessary
sary to run in a crouched position,
posi tion, com mando crawl, or swim to reach an objective.
objec tive.
Chang ing from a stand ing to a crawling position or vice versa takes -1" of Movement.
Changing Movement. Run ning in a crouch
incurs a -25% MP. Crawling on all fours takes -50% MP. Commando crawling takes -75% MP. Swimming
Commando crawling Swimming
takes -50% MP, and swimming
swimming units may not rise or fall more than one Story (six Brix) under wa under water
ter per turn.
Movement
Move ment Penal
Penalties
ties from posture
posture are not cumula lative
tive with Movement
Movement Modifi fiers
ers from terrain;
terrain; use only the
more restrictive of the two penalties.
Minifig and vehicle
vehicle movement rates are mod modiified depend ing on the type of terrain
ter rain over which they’re
moving.
mov ing. Moving moderate slope (30°, or 1 Brik per 3 Dots) incurs a -25% Movement Penalty,
Moving up a moder Pen alty, while mov-
ing up a steep slope (45°, or 1 Brik per Dot) gives a -50% Movement Pen Penalty.
alty. Units moving
moving down a moder
moderateate
46
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Brik Wars: Interacting With The Environment 47
climbed
Falling
Fall overa orcliff
ing off fallen off of.
takes no Commando Crawl -75% MP Oilslicks, ice -90% A/D, +100% Turn
If you don’t mind a little little Water or Wetlands -50% MP 2–5" high -2" MP
extra paper work,
work, you can add
>5" high Impassible
realism by adjust
adjusting
ing units’
Cargo Capacity
Capacity as they travel Sloped Terrain Terrain (all units) Obsta
Ob stacles
cles (vehi
(vehicles)
cles)
up and down slopes.Units
30° Uphill
Uphill -25% MP < =1/4 wheel height Full Speed
can carry heavier loads if they
are going downhill,
downhill, but must 45° Uphill Uphill -50% MP < = 1/2 wheel height -50% MP
lighten their packs to go + >
uphill again. 30° Downhill
Downhill 25% MB 1/2 wheel height Impassible
45° Downhill
Downhill +50% MB
-CMP" is reduced by
one quarter when trav travel
eling
ing
down a moder
moderate
ate slope, or by
one half when travel ing down a steep slope. -CMP" is increased by one half for units travel
traveling trav eling
ing up a moder
moderate
ate
slope, and doubled for units travel
traveling
ing up a steep
s teep slope. Units falling off cliffs may carry as much as they like.
Units traveling along a well-paved road or path receive a +25% Movement
traveling Movement Bonus and +1 to any Piloting
roll. Moving in, into, or out of liq
liquid
uid or swampy terrain
terrain (e.g. water, mud, quicksand,
quicksand, chocolate pudding)pudding) is done
with a -50% Movement
Movement Penalty.
Ground vehicles
vehicles on wheels or tires are especially
espe cially vulner
neraable to traction
traction loss on poor terrain.
terrain. On gravel
roads or while off-roading on especially
especially bumpy terrain,
terrain, these vehicles’ Accel
Acceler eraation/Decel
tion/Deceler eration
ation rating
rating is
reduced by 25%, and their Turn Radius is increased by 25%. In large patches of mud or standing stand ing water, A/D is
decreased by half, while the Turn Radius is increased by half.
On an extremely slippery
slippery surface, such as an oilslick, ice, or a spilled crate of marbles,
mar bles, A/D is reduced by
90%, and the Turn Radius is doubled.
doubled. The Pilot of the vehicle
vehi cle must make a Piloting Roll every turn; on a Crit i-
cal Failure
Failure the vehi cle loses trac
traction
tion and is Out Of Control. Minifigs walking on o n such a slippery sur face must
make a Skill Roll every turn. If they roll a Criti
Crit ical Fail ure, they fall over, regard
regardless
less of how fast they were going.
It takes a full turn to stand back up again.
Minifigs can jump half their height verti ver tically
cally and half their Movement
Movement in length. This is part of nor mal
movement,
move ment, and costs just as much as walking or runningrun ning the same distance. Minifigs can hop onto or over any
obstacle
obsta cle two Brix high or less at no penalty. Obstacles
Obstacles more than two Brix tall must be climbed over, which
costs 2" of movement.
movement. Objects more than five Brix tall are impassi impassible.
ble. Walk around them.
A vehicle’s
vehicle’s ability
ability to drive over obsta cles depends on so many fac factors
tors that there’s only one way to test it:
run the vehicle
vehicle into the obsta cle. If the front bumper doesn’t does n’t clear the obstacle,
obstacle, then it’s a colli
collision.
sion. If the
obstacle
obsta cle hits the tires or treads of the vehicle
vehi cle (or the legs of the robot), then you may be able to drive over it. A
vehicle
vehi cle can drive over objects up to one quarter
quar ter the height of its tires, treads, or legs at full speed; objects up to
one half this height can be driven over with a -50% MP. Once you’ve gotten gotten the front tires over the obstacle,
obstacle,
check to make sure the chassis
chas sis between the front and back tires has enough ground clearance–if your vehicle
‘bottoms
‘bot toms out,’ you’re stuck there!
A Ground vehi vehicle
cle will ‘catch air’ if it moves quickly over the transi tran sition
tion between an uphill slope and
level ground. If v is the velocity
velocity of the vehicle
vehicle and r is the angle of the slope, then the vehi cle will be in the air
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Brik Wars: Interacting With The Environment 48
ence Jump
Jumping
ingand
at best, in so
Ground
a roughvehi
esticles
estimate
mateis isangood
inexenough
inexact
act sci- 1" Away, 6" Away, 14" Away, 25" Away,
0.2" High 0.8" High 1.8" High 3.3" High
when fig uring out where they land. VehiclesVehi cles jumping
jumping 15° 0.3 Turns 0.6 Turns 0.9 Turns 1.2 Turns
between two surfaces
surfaces of differferent
ent verti
vertical
cal heights will
2" Away, 10" Away, 24" Away, 43" Away,
fly farther or shorter distances than indi indicated
cated on this 0.7" High 3.1" High 7.0" High 12" High
chart; you will have to make a judgment
judg ment call for each 30° 0.6 Turns 1.2 Turns 1.8 Turns” 2.5 Turns
specific
spe cific case. You may have to make a Piloting Pilot ing Roll
3" Away, 12" Away, 28" Away, 50" Away,
and use NearMiss calcu calculations
lations to decide where the 1.5" High 6.6" High 14" High 25" High
vehicle
vehi cle lands on very diffi
difficult
cult jumps. A ground vehi- 45° 0.8 Turns 1.7 Turns 2.6 Turns 3.5 Turns
cle cannot
cannot turn, acceler erate,
ate, or decelererate
ate while in mid-
air. If the vehicle
vehi cle was turning
turning when it left the ground,
it will continue
continue rotating while in the air; this will also depend on the judgment of the players.
Strictly speaking,
speaking, there is no action that can truly be consid
sidered
ered non-combat
non-combat action, and if there were then it
would have no place in BrikWars
BrikWars except to serve as a caution
tionary
ary exam ple. Every type of action can be made to
further the vic
victory
tory of one side or another. However,
How ever, some actions are less overtly aggres sive than others.
o thers.
Moving and attack
attacking
ing are suffi
sufficient for the content
tentment
ment of any Trooper, and any actions that take time
away from these two behaviors
behaviors are liable
liable to make them unhappy. Sadly, the needs of victory
vic tory often take prece
prece--
dence over the con cerns of morale, and Troopers must some sometimes
times act against their better instincts and take a
Non-Combat Action. Almost any anything
thing that a normal
normal person can do, a Trooper can do.
Usually
Usu ally a Trooper can perform a Non-Combat Action without any trouble. If for some reason rea son you want
to try something that seems especially
especially diffi
difficult, you and your oppo
o pponents will have to decide on a dif fi ficulty
culty rat-
ing for it (on a case-by-case basis) and then roll a Skill Roll against it.
There are all kinds of Non-Combat
Non-Com bat actions. Civilians
Civilians go around making
making small talk and attending
attending to their
dreary, casualty-free
casualty-free careers. Slaves traipse about picking
picking up the debris of battle.
battle. Medix attend to the vivi sec section
tion
of the dying. Soldiers
Soldiers try to disarm the MkIII Explosives
Explo sives that inevitatably
bly get glommed to their heads.
Most Non-Com bat Actions cost 1" of move movement.
ment. That is to say, taking
taking that action took a little
little bit of time,
and now the soldier
soldier has a little less time to spend on mov moving
ing around. Things like pulling
pulling a lever, opening
opening a door,
standing
stand ing up or sitting
sitting down, and picking
picking up or setting
setting down objects fall into this cate
category. Other actions may take
a whole movement phase and possi pos sibly pre vent a unit
unit from mak
making
ing any attacks that turn, such as operat
operating
ing a com-
puter, taking off a pair ofo f pants, or chew
chewing
ing out a soldier
soldier when you bust him back down to pri vate. vate. If the
the action
action is
something
some thing that a sol dier could still do at a dead run,
ru n, then it doesn’t slow him down any. Actions like this include
shouting
shout ing orders, dropping
dropping an object already in hand, sneezing,
sneezing, slapping
slapping oneself
oneself about the face, etc.
Troopers
Troop ers driving
driving vehicles
vehicles don’t usually
usually take a lot of Non-Combat
Non-Combat Actions, because they’re busy driving driv ing
vehicles.
vehi cles. In the event that a driver needs to take a Non-Com bat Action while driv ing, the rules are a lit tle dif fer-
ent. Any action that would nor mally take a -1" movement pen penalty
alty now doubles
doubles the vehicle’s
vehicle’s TurnRate. Any
action that takes a whole turn pre vents the driver from turning, acceler erat
ating,
ing, deceler
erat
ating,
ing, or firing weapons.
BrikWars:
Brik Wars: Interacting With The Environment 49
A success
success ful
ful person
person is one who can lay a firm founda
foun dation
tion with the bricks that others
oth ers throw at him.
–David Brink
Wargaming is fun,
you can! There’s fu n,
noand build
reason
reason ingbuilding
the withing
build plastic
plastictobricks
has is fun.the
stop when What
fightifing
youbegins.
could Plastic
do both
Plas at theoffer
tic bricks samethetime?
enterNow
enterpris
pris-
ing com mander a chance to mod modify
ify the terrain in far more conconstruc
structive
tive ways than just blasting
blasting craters
craters in it and
litter
lit tering
ing it with smoking
smoking debris. Slaves can be sent out to collect
col lect loose Blox and pile them into walls for forti tifi
fi-
cation
ca tion or stairs for overcom
over coming
ing obstacles.
obstacles. Mechanix can scavenge
scavenge the debris from crashed vehicles vehi cles to build
“like-new” machines. Medix can gather up the body parts of their deceased comrades comrades and sew up some tempo tem po--
rary vivi sect zombies. What other wargame offers that kind of interactivity? Here are the rules that tell you how
to get those bits where you want them to go.
To know what you can do with an object, first you have to know how heavy it is. A Blok (a 2x4 Brik) is
BrikWars’ standard
standard unit of weight. All normal
normal minifigs weigh one Blok. Hand tools and weapons have no
apprecia
appreciable weight (zero Blox). Vehicles, build ings, and other large objects weigh as much as their Size" rat ing
times their ArmorX (see the Platform
Platform Armor Value Chart under 5.1.2: Armor). If an object has no defined
Armor Value, figure
figure out about how many Blox big it is, and that’s how many Blox it weighs.
Objects that are “nailed down,” like trees, walls, and moun tains, have to be knocked
k nocked down before they
can be moved.
4.3.2 Acceleration
Even if you
you are on the right track,
track, you will
will get run over if you just sit there.
–Will Rog
Rogersers
BrikWars:
Brik Wars: Interacting With The Environment 50
I didn’t
didn’t have time to pick up a rock.
–Eric Joslin,
Joslin, NELUG member,
member, explaining
explaining his giant’s decision
decision to throw a sheep at an enemy wizard
wizard
Once you know the weight of the object you’re going to move, you have to know the Power of the unit
attempting
attempt ing to move it. Troopers,
Troopers, and most other minifigs, have a Power rating of 1. Draft horses have a Power
rating
rating of 4. Vehicle’s
Vehicle’s Power ratings
ratings depend on the size of their Power Source. Units working together (minifigs,
vehicles,
vehi cles, or both) can “team up,” combin
combining
ing their Power for the purpose of lifting, carry
rying,
ing, pushing,
pushing, or drag-
ging objects, or pre vent
venting
ing enemy units from doing any of the above.
Normal
Nor mal minifigs with a Power rat ing of 1 can pick up, set down, or
o r carry most normal
nor mal objects with no
Movement
Move ment Penalty.
Penalty. Picking
Picking up or setting
setting down an object weighing one-half Blok object costs 1" of move
movement;
ment;
BrikWars:
Brik Wars: Interacting With The Environment 51
a one-Blok object costs 2". Carry ing a one-half Blok object incurs -25% Cargo MP; a one-Blok object incurs
Car rying
-50% CMP. Objects weighing
weighing more than one Blok have to be shoved or dragged around.
As a more general rule, if if a unit or group of units has the ability
ability to pick things up (with arms, cranes, trac-
tor beams, teleki
telekine
nesis,
sis, etc.), it can pick up objects weighing
weigh ing fewer Blox than one half of its Power rating
rating with no
Movement
Move ment Penalty.
Penalty. Picking
Picking up or setting
setting down objects weighing
weighing half as many Blox as the unit’s or group’s
Unit Force. For every point of Power a unit has, it can generate a 30° Slope: 2" Downhill
force equal to five Blok-inches per turn per round (5b"). That is to 45° Slope: 2" Downhill
say, it could accel
acceler
erate
ate or decel
deceler
erate a 1-Blok ob ject by 5" per turn, a
60°+ Slope: 4" Downhill
5-Blok ob ject by 1" per turn, or a 2-Blok object
ob ject by 2.5" per turn, in a
single
single round. Accel
Acceler
eraation is calcu
calculated
lated by di viding
viding the total
total number
number Friction
Friction
of Blok-inches in play by the number of Blox in the ob object’s
ject’s Mass. If
units attempt
attempt to push or drag an object already being pushed -1" for Every
object that is already Every Four Dots Contact
Contacting
ing the
Ground
or dragged by another
another player, they must wait in order order to avoid mov-
mov-
ing the same object
object multi
multiple
ple times in the round. At the begin ning of x0 if on Vaccum, Air, Ice, or Hydroplaning
beginning
the next round, before
before any of the players
play ers take their turns, all of the x.1 if Floating
Floating on Water
units in volved in the pushing and dragging
drag ging act at the same time, and x.5 if on Paved Survace
the object
object is moved accord
accordingly. Nei
Neither
ther the object
object nor any of the in-
in -
xAV if Attached
Attached to the Ground
volved units may move again during that round.
BrikWars:
Brik Wars: Interacting With The Environment 52
4.3.6 Collisions
The final way to move objects is by smash smashing
ing into them. Whether this involves one Trooper tackling
tack ling another
off his SkateBoard,
SkateBoard, a heavy tank smashing down the doors of a Base, or a supersonic
super sonic jet flying
flying into the side of
an office building, collilisions
sions are the spice of life.
When one object collides with another object, the first thing to determine
determine is the Colli
Col lision
sion Speed, or how
fast the two objects were trav el eling
ing rela
relative to one another. Find out how fast each object was going on its most
recent turn. (The collid
col liding
ing object is usually
usually consid
considered
ered to be going at full speed, even if the collilision
sion occurs
within the first couple inches of its movement.)
movement.) If the objects were trav el eling
ing in about the same direction,
direc tion, the
Collilision
Col sion Speed will be the differ
ference
ence between the two objects’ speeds. If they were travel
traveling at right angles, the
faster object’s speed will be the ColliCollision Speed. If they were travel
trav eling
ing straight at each other, add their two
speeds together. If one object is station
stationary,
ary, only he speed of the moving
mov ing object needs to be con sid sidered.
ered. If both
objects are station
stationary,
ary, then someone has some explaining to do.
BrikWars:
Brik Wars: Interacting With The Environment 53
The heavier the objects, and the faster they are mov ing, the more dam damage
age is going to be inflicted. Once
you have determined
determined the Collilision
sion Speed, divide it by five inches and round down. This number
num ber is the Dam age
Multi
Mul tiplier.
plier. (If the two objects collide
collide at a speed of less than 5" per turn, any resulting damage
dam age is purely cos-
metic.) Objects do their own Armor Value in damage,
damage, times the Damage
Dam age Multi
Multiplier.
plier. Against living
living targets,
targets, this
damage is counted as Stun Damage.
5
Large Targets
54
BrikWars:
Brik Wars: Large Targets 55
determine
determine the object’s basic statistics and cost. Complex
Com plex Interi
Interiors
ors
Later, weapons, devices, and pro
propul
pulsion sys
systems
tems
are added to give the object the ability
ability to perform
perform If you build a Platform
Platform whose interior
interior has multi
multiple
ple
useful functions. levels or is espe
especially
cially compli
complicated, such as a nuclear
battle
bat tleship or the Notre Dame cathe cathedral,
dral, it will be
difficult to move units around inside them unless
5.1.1 Size you take special care in the construc
con struction of the mod-
Once the model is complete, the first thing to els. There are a number
number of construc
construction meth
methods
ods
determine
deter mine is the Size" rating of the main body of that will give you easy access to Platform
Platform interi
interiors.
ors.
the Platform.
Platform. When measur suring
ing a Platform’s Size", The eas
easiiest method is to design all platplatforms
forms
ignore any weapons,
weapons, devices (including limbs or so their interi
interiors
ors are ‘open-air,’ with no spaces fully
other manipu
manipula
lators),
tors), or propul
propulsion
sion systems
systems (includ-
(includ- enclosed. This is more appropri
appropriate to some
something
thing like
ing wings, wheels, helicop
helicopter
ter blades, etc.) that a dune buggy or a trop ical shrine than, for instance,
extend beyond the main body. The shape of the a lunar lander or a sub ma marine.
rine.
Platform
Platform will determine
determine how the Size" is calculated. Failing that, walls and roofs may be b e made
removable or carefully hinged in order to give access
Class I Platforms are long and narrow narrow enough to to Platform inte
interi
riors.
ors. They may also be left off of
be safely defined
defined by a single
single dimen
dimension:
sion: length. Ex- the model entirely, while still ‘exist
‘ex isting’ as far as units
amples
am ples in clude wires used to carry electric
elec tricity,
ity, poles in the game are concerned. Remember
Remem ber that leaving
used to hoist flags, radiora dio towers,
towers, and flying
flying broom- them out creates
creates a danger of con confu
fusion
sion over exactly
sticks used for witch deliv de livery.
ery. Measure
Measure the length where they begin and end, and may make it dif fi ficult
cult
of the model in inches; this number num ber divided by b y 10 to keep track of specific points of dam age the miss miss--
is the Platform’s Size"S ize" rat ing. In gen
general,
eral, the length ing walls and roofs may sustain.
sustain.
of a Class I Platform is lim limited
ited to five inches times Each level of a model may be removable, remov able,
its civi
civililiza
zation’s
tion’s TekLevel. allowing access to the level under underneath.
neath. Alterna
na--
tively, a player may choose to place only the ground
Class II Platforms are essen
essentially
tially flat surfaces,
surfaces, with level on the battletlefield,
field, and build all upper and lower
only two signif
signifiicant dimen
dimensions.
sions. Exam
Examples
ples include
include lev els
els sep arately
arately and place them off to one side.
paved roads, freestanding walls and fences, dams, Finally, a player may choose to build multimultiple
ple
rafts, snowboards,
snowboards, drift nets, and flying carpets.
car pets. In models for a single Platform - one model of the
most cases the model will be roughly rect an angu
gular; Platform’s
Plat form’s exterior, which will be placed on the bat- bat -
twisting roads and walls can be treated as rad radii cally tlefield,
tlefield, and one or more modelsmod els of the Platform’s
Platform’s
interior,
inte rior, which will be held off to one side.
curved
rectrectan
rect
the rectan
angle
gleangles.
gles.multi
and Mea
Measure
mul surethem
tiply
ply the width and this
together;
together; length
numof-
num-
ber di vided
vided by 5 is the Plat form’s Size" rating. Sur-
faces that rest flat on the ground may be of any
size; a wall that stands upright
upright is limited
limited to a height of one Story (six Brix) times its civilization’s TekLevel,
squared.
BrikWars:
Brik Wars: Large Targets 56
5.1.2 Armor
The base CP cost of a Plat Platform
form is deter-
deter- Platform
Plat form Armor
Armor Value Chart
mined by its Armor and Size" ratings.
ratings.
This chart should make it fairly clear AV ArmorX Min. TL Equivalent to
which Armor Value is i s most appro priate for 1d 1 d6 x.5 0 Rope, Drywall, Plastic, Flesh
any given Platform,
Platform, based on the materi
materials 1d10 x1 1 Plywood, Sheet Metal, Steel Cables
Ca bles
used in its construction and its TekLevel.
To cal
calcu
culate the Plat form’s Mass and base 2d10
Platform’s x2 1 Unmor
mortared
tared Stone, Log Walls, Sandbags
Sandbags
cost, multi
multiply
ply its Size" by the multi tiplier
plier 3d10 x4 2 Concrete, Mortared
Mortared Stone, Armor
Armor Plating
Plating
listed in the ArmorX column
column of this chart.
4d10 x8 4 Heavy Steel, Rein
inforced
forced Concrete
Concrete
This is the num
number
ber of Blox in the Platform’s
Platform’s
Mass, and the numbernumber of Construc tion 5d10 x12
struction 5 Strongcrete, Force Fields
some types
Armor Valueof Plat
conform
construc
structions
minuson2d10
the outer
o(min
uter isur
mum facearmor
(doors, windows,
win
1d6). dows,
If you any typelike
would of to
exposed hingethe
strengthen or axle)
Armor have the
Value
of some or all of these objects, you must buy them as if they were separate Platforms
Platforms (usually
(usually with a Size" rating
of 1). Their new Armor Value cannot
cannot exceed the main Platform’s Armor Value.
BrikWars:
Brik Wars: Large Targets 57
Finally, weapons
weapons and other special Platform
Platform Armor
Armor Value Chart
devices can be attached to the Platform.
Platform.
These are covcovered
ered in Chapter Seven: TL PowerSouce Max Power CP Cost
Siege Weapons.
Weapons. 0 Rocks, Gravity, Feet (None) *
For all of these compo
com ponent
nent types, 1 Horses, Men (Manual Lab
Labor) *
the
the compo
com
physponent
physi nent
ical must by
model be spe
represented
repre sented
specific
cific plason
plastic
tic 2 Elepha
hant
ntss, Ma
Magi
gic,
c, Sl
Slav
avee Te
Team
amss 10 Po
Powe
werr *
6 Anti
timat
matter
ter Reac
Reacttion 40 Power, 2xBD Power/2
5.2.1 Power Sources
7 Hypermatter No Limit Power/5
A Platform’s Power Source will deter deter-- *A Platform with no Power Source has its base CP cost halved. Any devices
devices or Siege Weapons
Weap ons
mine what weapons
weapons and devices can be mounted on the Platform Platform must be loaded and fired by manual
man ual la bor; these also h ave their CP
costs halved.
mounted on it, as well as a vehicle’s
vehi cle’s accel-
eraation and top speed.
er
The Power Source of a Plat form includes any parts p arts of the model that are consid sidered
ered to be part of the
engine or fuel tanks (at earlier TLs, sails, water wheels,
wheels, and windmill blades can be Power Source compo components).
nents).
If pieces of the main Power Source are damaged damaged or destroyed, the Power rating rating of the Platform will be dam-
aged. Pieces that transfer power from an engine to the rest of the Platform, Platform, such as pressure pres sure hoses, electric electric
cable, drive shafts, gears and axles, etc. are not con sid sidered
ered to be part of the Power Source. If these pieces are
damaged or destroyed, their ability to carry Power
to specific
specific parts of the Platform
Plat form will be impaired.
When you have built your Power Source (the Power Lines
model
mod eling
ing does not have to be detailed or complex
com plex -
a pair of Blox on the underside
under side of a sedan can rep- rep - Normally,
Nor mally, power lines are consid sidered
ered to be far
resent
re sent a finely-tuned V6), its type and size will underground
under ground and out of reach of marauding maraud ing Troop-
determine
deter mine its statis
statistics. The type can be determined ers. If you would like to take the extra effort to con- con -
by finding
finding a rough equiva
equivalent in the Power Source struct elec tric poles, wires, and trans transform
formers ers to your
column.
col umn. The size of a Power Source is measured by variious buildings,
var buildings, this is free and adds entertain taining
ing
its Blok-Dis placement (BD). This is the num number
ber of strate
stra tegic
gic possi
possibil
biliities.
2x4 Brix as
of space it would takeSource
the Power to occupy the same
(a rough amount
esti mate
estimate will wires A build
building
lead ing ing
leading only
to the loses
build ingPower whensevered.
have been allered.
sev electrical
electri cal
be fine here). High-tension
High-ten sion electri
electrical wires carry 4 points of
The TekLevel and Blok-Dis
Blok-Displace
placement
ment of a Power and will shock any grounded unit that
Power Source will determine
determine the maximum Power touches them for 4d6 Damage.
Damage. Wires leading from a
rating
rating of a Power Source, as listed in the Max transformer
trans former to a building
building carry 2 points of Power
Power column,
column, although playersplayers may choose a and will do 2d6 Damage.
Damage. Electric tricity
ity from a severed
severed
lower out put than the maximax imum rat ing in order to wire can arc for as many inches as there are points in
save CP. Higher TekLevels can use Power Sources the wire’s Power rat ing, so even flying fly ing units may be
from earlier
earlier TekLevels; the Power of these compo compo-- consid
con sidered
ered ‘grounded’ if they are too close to a
nents will be limited
lim ited as if they were in the earlier
earlier grounded object.
TekLevel but their CP costs will as cheap as the Players
Play ers who enjoy this level of detail may also
current
cur rent TekLevel would indicate. want to consider
consider the joys of plumbing.
plumb ing. Sewer pipes,
A Plat
Platform’s
form’s Power rating
rating is equal to the water mains, wet walls and and drainage
drainage systems
systems all offer
Power rating of its larg largest
est Power Source. Power interest
interesting
ing tacti
tactical
cal possi
possibil
biliities and may pro vide
from multi
multiple
ple sources is not cumula lative.
tive. Power additional
addi tional routes for electri trical
cal wiring.
wiring. Plus, the
cannot
can not be
b e ‘used up’ by weapons and devices; a potential
poten tial combinanation
tion of water and electric
electricity
ity is too
entertain
enter taining
ing to be over
o verlooked.
BrikWars:
Brik Wars: Large Targets 58
5.2.2 Controls
Any Platform
Platform with weapons
weapons or powered devices must have some kind of control system,
sys tem, repre
represented
sented by spe-
cific PBBs on the physical model. Examples
Examples of Platform
Platform controls include steer
steering
ing wheels, flight sticks,
switches,
Weap
Weaponsons levers,
mounted buton
buttons,
tons, andform
consoles.
a Platform
Plat V ehicles
Vehi
without
without cles
con with
without
controls
trols canout
notcontrols
cannot con
betrols
aimedcanornot
cannot accel
acceler
fired. erate,
Mostate,other
deceltypes
erate,
erate,of
ordevices
turn. Siege
will
also need controls.
controls. A minifig unit will have to be pres
p resent
ent at the controls
controls for them to be of any use. All con trols
must somehow
somehow be physically accessible to minifigs.
Controls
Con trols come in two types: Main Controls,
Controls, which are placed in some centralcentral location
location and control
control some
or all of a Platform’s
Platform’s systems,
systems, and Manual
Manual Con trols, which are mounted directly on the device they con control.
trol.
Every Platform
Platform gets one free set of Main Controls;
Controls; this will usually be able to con trol all devices and systems
sys tems on
the Platform,
Platform, although players may choose to place lim limits
its on which sys tems the Main Controls
Con trols control
control at the
time of construc
construction.
tion. Additional
Additional sets of Main Controls
Controls cost as many CP as the Platform’s
Platform’s Power rating.
rating. Backup
sets of Main Controls can come in handy if the first set is destroyed or falls under enemy control, control, or if the Plat-
Plat-
form has gunners
gunners or other systems
systems special
cialists
ists who need separate sets of controls.
Every Siege Weapon and device mounted on the Platform Plat form can be equipped with a set of Manual Con -
trols, attached directly to the weapon or device,
d evice, at no additional
addi tional cost. Manual
Manual Controls
Controls will almost always over-
ride Main Controls.
Controls. At TL4 and higher, it is pos sible to build Man ual Con trols that are not mounted directly on
a device. These Remote Controls
Controls cost as many CP as the Power Requirement of the device. If a Remote Con -
trol unit con trols more than one device, it costs as many CP as the devices’ com combined
bined Power Requirements.
After mid-TL4, most con control
trol systems are comput
puter
erized.
ized. Main Controls
Controls become ComputerBanx and
Manual
Man ual Controls become ComputerConsoles. Computer secu security
rity is very loose, since Troopers
Troop ers aren’t partic
ticu
u-
larly bright and tend to get killed faster than they can memo
mem orize new pass words. It takes one full turn for a
Trooper to take
take control
control of a ComputerBank or ComputerConsole that he has gained access to. If enemy agents
gain control
control of all of a Platform’s
Platform’s ComputerBanx, the Platform
Platform belongs to them. If they miss even one, the
Platform
Plat form is still under control
con trol of the original owner. If enemy agents take control
control of a ComputerConsole, the
associated
ciated device belongs to them for as long as they remain at the controls.
con trols. If they leave the ComputerConsole
and the device is still attached to a main ComputerBank, the ComputerBank can be used to reas sume control control
of the device for the origi
original own ers. At TL5 and higher, a minifig at a ComputerBank has the ability abil ity to cut
Power to any device that has fallen into enemy hands.
Only the side with computer control
con trol can use powered
powered Plat form devices like auto
automatic
matic doors, motorized
motorized
weapon
have been emplacements,
emplace ments,
destroyed, inter
then allnal
of com
commu
munica
ni cation
tionpowered
the Platform’s
Plat form’s sysered
pow tems,weap
and ons
so forth.
fire atIf-3all of aallPlatform’s
Skill, Plat
theform’s ComputerBanx
powered
pow ered doors open,
the lights go out, the TVs are stuck on the Weather Chan nel, and the showshowersers only run cold water.
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5.2.3 Propulsion
Platforms with Propul
Platforms Propulsionsion systems
systems are called vehi cles. Each Pro
Propul
pulsion
sion system
system on a vehicle
vehi cle must be well-repre-
sented by at least one PBB (wheels, pro pel pellers,
lers, jets, etc.) Differ
ferent
ent types of Propul
Propulsion sys
systems
tems cost differ
ferent
ent
amounts, and vary in performance.
In gen eral it is best to build Pro
Propul
pulsion
sion systems
systems whose Power requirement
requirement is equal to the Power rating
rating of
the vehicle
vehicle on which they are mounted. However, players players may choose any Power requirement
require ment for their Propul-
sion systems
systems at the time of construction; duringdur ing the game, if the Power requirement
requirement of the Propul
Propulsion sys
system
tem
exceeds the Power rating
rating of the vehi cle, the stats and abilities of the Propulsion sys
system
tem are reduced to match
the lower Power rating.
Propul
Pro pulsion
sion systems
systems have a number
num ber of statis
statistics,
tics, based on their TekLevel and Power require
requirement.
ment.
CP Cost . The CP Cost of a Propul
Propulsion syssystem
tem is the amount of CP that must be spent to build and
mount the system on a vehi
ve hicle. If the sys
system
tem is to be powered
powered entirely
entirely by manual
manual la bor, its cost is halved.
Cargo Ca pac
pacity"
ity" (C").
(C"). Propul
Propulsion sys
systems
tems can carry a certain amount of weight before
be fore their Move" and
Accel/Decel stats
stats are affected. For ev
every inch in the C" rating,
rating, one inch of Cargo Move ment Penalty
Penalty
( -CMP") can be ignored.
Cargo, weapons,
weapons, and de vices can be loaded onto vehi
vehicles
cles until
until their Move" is reduced
reduced to a mini
minimum of
4" per turn, or 10" per turn for Fly
Flyers.
ers. A vehi
vehicle’s
cle’s Accel/Decel rat ing should always be at least 1".
Accel/Decel (A/D).
(A/D). When using the ac accel
celer
eraation rules (4.3.2: Accel
Acceler
eraation), the A/D rating
rat ing deter
termines
mines
how quickly a vehi
vehicle
cle can accel
acceler
erate
ate or deceler
erate.
ate. The A/D rating
rating is nega
negatively affected
affected by Cargo Move
M ove-
ment Penal
alties.
ties. If a Propul
Propulsion sys
system
tem has the ability to Turn in Place, the A/D rating
rating will be marked
with a TP.
Max Move" . The Movement
Movement Rate for any Propul
pulsion
sion system
system is deter
determined
mined by Power and Mass (to calcu
calcu--
late Mass, see 5.1.2: Armor):
Ar mor):
Movement Rate, in inches: (4 ´ Power²) / Mass For vehi
Movement cles of low Mass: (4 ´ Power²)/(Size" ´
vehicles
ArmorX)
If this Movement
Movement Rate is higher than the Max Move" rating rat ing as determined by the vehicle’s
vehi cle’s TekLevel, the
vehicle’s
vehi cle’s Movement
Movement Rate is reduced to the Max Move" rating. rat ing. When the Movement
Movement Rate is reduced in this
manner,
man ner, the vehicle’s A/D rat ing is not affected; it will reflect the orig
o rigiinal Movement
Movement Rate and is not lim ited by
TekLevel.
Ground Propul
Propulsion cov
covers
ers any type of Propul
pulsion
sion that limits
limits a vehicle
vehicle to travel
traveling over solid ground. A
Ground vehicle
vehicle most often has tires or wheels, but can also ride on things like run ners and skis. Any type of
Ground Propul
Propulsion that allows a vehi cle to turn in place, such as treads, repulsor lifts, or hover hov ercraft
craft propel
pellers,
lers,
falls under the cate
category of Treaded Propulpulsion.
sion. (If you
would like to build a vehi
vehicle
cle with treads but don’t have Ground Propul
Propulsion
sion
any tread PBBs, you can arrange long rowsrow s of tires on the
model and pretend
pretend that they have treads on them.) A Treaded
robot that walks on legs can be treated as a Treaded vehi-
vehi- Ground (or Legs)
cle, as long as the robot uses the legs for walk ing only. If (Pow
(Power
er/4
/4)) CP
CP (Pow
(Power
er/2
/2)) CP
CP
you want to use the robot’s legs for jumping, kicking, CP Cost
jump ing, kicking,
dancing,
danc ing, picking
picking things up, etc., you will have to buy Power" Power x 1.5"
them as Limbs using the Robotic Vehicles Supplement. Cargo
obsta-- Ca
Larger tires and treads can over come larger obsta Capac
pacity"
ity"
cles–for every two full Brix of tire/tread height, add 1 CP 1/2 Move" 1/3 Move" (TP)
Accel/Decel
to the cost of the propul
pro pulsion sys
system.
tem. (Use the height of TL x 4 " TL x 3"
the largest tire–there’s no need to buy the height of each Max Move"
tire sepa
separately.)
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Because Platform
Platform Armor can be extremely tough, units attacking attack ing it will often want to take advantage
advantage of
Cumulative Damage and Combined Fire in order to pen peneetrate it (3.3.3: Cumula
Cumula tive
tive Damage/Com
age/Combined
bined Fire).
Often, units will find it eas ier to penetrate a large Platform’s Armor through subter
sub terfuge
fuge than with brute force.
In the Compo
Component
nent Damage
Damage system, units attack
attacking
ing Heads-Up Displays
Displays
a Platform
Platform attempt to dam age and destroy indi vid- vid-
ual PBBs within the Platform
Plat form structure.
structure. This sys- A quick way to keep track of Platforms’
Platforms’ varying
varying Sta-
tem is best when the attacking
attacking unit is smaller or tisti
tistical
cal Damage
Damage is to attach a Heads-Up Display Dis play
weaker than the tar target
get Platform, or when the (HUD) built out of flat plates. The HUD has no
attacker wants to limit dam age to a specific area. existence in the game reality, but serves as a visual
Platform
Platform design ers are care
careful
ful enough to hide aid for players.
players.
the most important
important systems
systems on the Plat forms’ inte-
inte - Flat plates of varying
varying colors
colors are chosen, one
riors
riors where they’re hard to reach. As such, the dot in width, their length determined
deter mined by the stat they
attackers
attack ers will have to find or create
cre ate chinks in the repre
rep resent
sent (a Move" of 15" would be repre rep resented
sented by
exterior
exte rior Armor. The advantage of Com Compoponent
nent a plate 15 dots long). Dice are repre
represented
sented by thicker
Damage
Dam age is that it can allow an attacker to bypass a plates: two layers of plates indicate
indi cate d6s, three layers
indicate d10s. If the stat is impaired, a num numberber of
Platform’s
Plat form’s
access to thetough exteinnards.
exterior
soft juicy rior shell and gain direct black Pips are laid along the length of the plate,
Most PBBs on the exte rior surface
sur face of a Plat- incrementally obscuring
obscuring it. When damage is
form are consid
considered
ered to be Armored. The excep- repaired, the black Pips are accordingly
accord ingly removed.
tions are any mov ing part (a hinge, swivel, gear, Any col
colors
ors may be chosen
chosen for the statis
statistic
tic
axle, etc.) or device (weapons,
(weapons, propul
propulsion, control indicators
cators and for the background
background plate on which
systems, or other spespecial-pur
cial-purpose
pose devices), unless they are mounted, according
according to the colored
colored pieces
the builder has paid extra CP to armor these PBBs available
avail able to the players;
players; statis
tistics
tics that do not apply to
(5.1.2: Armor). Armored PBBs have the full Armor the HUD’s Platform
Platform are of course omitted
omitted (e.g.,
Rating
Rat ing of the Plat form; all other PBBs have the buildings
build ings do not have propul
pro pulsion sta
statis
tistics). These
Platform’s
Plat form’s Armor Rating
Rating minus 2d10 (mini(minimum colors
col ors are only sugges
suggestions:
tions:
armor 1d6). Background:
Back ground: Black.
When a comcompo ponent
nent is attacked, for every Movement: Blue. If a Plat
Platform
form has more than
point by which the Damage Dam age Roll exceeds the one type of propul
propulsion,
sion, each will require a sepa
sep arate
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In the Gener
Generalalized
ized Damage
Damage system, units attack
attacking
ing a Platform attempt to do damdamage
age to the entire Platform in
general
gen eral rather than to any part or system
sys tem specif
specifiically. This system is best when the attacking
attacking unit is larger or
more power
powerful
ful than the defending
defend ing unit, or when the attack is not localized
localized to a specific
specific area of the target (e.g.
earthquake dam age to a sky scraper or shock wave damage to a starship).
earthquake
Attacks doing General alized
ized Damage
Damage must first exceed the target target Platform’s Armor RatRating.
ing. The effect is
then deter mined by the amount of leftover
left over Dam age and the Size" rat rating
ing of the Platform. The Platform may
simply
sim ply suffer an assortment of pen
penal
alties to its attrib utes and abil
abiliities, in which case the attacker rolls
ro lls on the Sta-
tistic
tis tic Ker-Pow! Table, or it may suffer
suffer a single traumatic
trau matic effect, in which case the Platform
Plat form Ker-Pow! Table is
used. Which table play ers choose to employ is a matter of personal taste.
Damage
Dam age sustained
sustained by a Platform
Platform that cannot
cannot be easily
easily repre
represented
sented on the physi
physical model should be indi-
cated on the paper on which the Platform’s
Plat form’s basic stats are recorded. If there are multi mul tiple
ple identi
identical
cal Platforms
Platforms
using the same statistic sheet, it is best to cre
create
ate a PBB ‘stand’ for the Platform
Platform and to place on the stand stacks
or rows of col ored Pips reprepre
resent
senting
ing the vari
various amounts and types of damage damage the Platform has sustained.
Die Ro
Roll Effect
1 Ka-ping! (no effect)Damage deflects
deflects harmlessly
harmlessly off the Platform
Plat form surface.
2–3 Power System Damage
Damage (-1 Power) The Platform
Platform loses one point from its Power Rating.If
Rat ing.If Power is
reduced
reduced to zero, the Power Source explodes.
ex plodes.
4–5 Control Systems
Systems Damage
Damage (-1 Skill Penalty)
Penalty) Devices
Devices are oper
operated at a cumu
mula
lative
tive -1 to Skill.
6 Structural Damage
Damage (-1 die Armor)
Armor) The Platform
Platform loses one die from its Armor
Ar mor Rating.
Rating. If there are no
dice to lose, the Platform
Platform loses one point. If the Armor
Ar mor Rating
Rating is reduced
reduced to zero, the Platform
Plat form is
destroyed.
de stroyed.
7-8 Propul
pulsion
sion Damage
Damage (-1" Move) The vehi
vehicle’s
cle’s top speed is reduced
re duced by one inch. If the vehi
vehicle
cle has more
than one propul
propulsion
sion type, the damage
dam age is done to whichever
whichever propul
propulsion
sion type was most recently
re cently in use.
9–10 Torque Loss (-1" Accel/Decel, -1 CC") The vehi
vehicle’s
cle’s accel
acceler
eration
ation and Cargo Ca pac
pacity
ity are each
decreased
de creased by one inch.
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The Platform
Platform Ker-Pow! Table
Table
Deter
Determine
mine the amount by which the Damage
Damage Roll exceeds
exceeds the
Platform’s
Platform’s Armor
Armor Roll and compare
compare it with the Size" rating
rat ing of the Platform.
Platform.
Damage
Damage
(Damage
(Damage-Ar
Arm
mor) Effect
Lesss than
Les than Size"
Size" poi
points
nts Ka-ping!
Ka-ping! (no
(no effe
fect)
ct)
Damage
Dam age washes over the surface
sur face of the Platform,
Platform, scratching
scratching paint, scuffing
scuffing chrome, and leaving
leaving ugly little
little burn
marks.
1 ´ S
Siize" Smoking Engine
Engine
The Power Source is lightly damaged
damaged and begins
begins spewing
spewing out clouds of dense smoke, envel
envelop
oping
ing the Platform.
Platform. The
smoke lasts for 1d6 turns. Any unit inside
inside the Platform
Platform or any unit firing
firing at or into the Platform
Plat form takes a -1 Skill
Penalty due to poor visibility.
2 ´ S
Siize" Minor Contu
Contusions
sions
The whole Platform
Platform is shaken. Any minifigs op oper
erat
ating
ing controls
controls bash their elbows
elbows on the control
con trol panels
panels and receive
receive
nasty bruises. Any minifigs walking
walk ing around stumble
stumble one inch in a random
ran dom direc
direction.
tion. Minifigs at the controls
controls each
take a -1 Skill Penalty
Pen alty for the rest of the b attle.
3 ´ S
Siize" Badly Shaken
The whole Platform
Platform is shaken. Any minifigs who are not braced for impact
impact fall over. Every
Everyone
one is momen
momentarily
tarily con-
con-
fused and must take a moment
mo ment to get their bearings.
bear ings. The Platform
Platform and its inhab
inhabit
itants
ants may make no actions
ac tions for the
follow
following
ing round. A vehi
vehicle
cle may stop or continue
continue at the same speed, but it cannot
cannot turn or fire weapons.
4 ´ S
Siize" Shaken, Not Stirred
One minifig at a set of Main Controls
Con trols panics,
panics, causing
causing an intense
intense need to receive
receive his bladder.All
bladder.All other minifigs on
the Platform
Platform suf fer the ef
effects
fects of Badly Shaken, de scribed above. The defend
de fending player chooses one of his own
minifigs to afflict
afflict with an intense
intense urinary
urinary emergency.
emergency. If there is a bathroom
bathroom on the Platform,
Plat form, the minifig runs to use
it. Other
Otherwise
wise the fig must exit the platform
platform and run for the nearest
nearest tree, fire hydrant,
hydrant, alley
alleyway,
way, or whatever
whatever is
available.
available. It can do nothing
nothing else until
until it has spent a full turn there.
5 ´ S
Siize" Road Rage
The minifig at the primary
primary weapon controls
controls becomes
becomes enraged
enraged and swears a Personal
Per sonal Death Vendetta
Vendetta against the
soldier,
sol dier, vehi
vehicle,
cle, or weapon that hit him. All other minifigs on the Platform
Platform suffer
suffer the effects
effects of Badly Shaken, above.
The enraged
enraged minifig will do every
ev erything
thing in his power to destroy
destroy the offender.
offender. He can focus
focus on nothing
nothing else until
until that
attacker
at tacker has been destroyed.
de stroyed. It may become
become neces
necessary
sary for other minifigs on the Platform
Plat form to subdue
subdue their angry
comrade.
6 ´ S
Siize" Compo ponent
nent Loss
The shot hits a weapon mount, and a weapon is blown off. One weapon of the defender’s
de fender’s choice falls off of the
Platform
Plat form but is undam
undamaged.
aged. If the Platform
Plat form has no weapons,
weapons, the defender
defender may choose an impor
important
tant exte
exterior
rior de-
de-
vice. If there
rior to are(Ifnothe
bust off. weap
weapons
Platons
Platformormodel
form devices,
devices, the defender
defender
is Non-Destruc
Non-De must
structi
tible, choose
ble, then thesome signent
signif
nifiicant
component
compo doesfeanot
feature
turefallofoff
thebut
Plat
Platform
isform exte--
exte
instead
Disabled.)
7 ´ S
Siize" Worse Compo ponent
nent Loss
The shot hits a weapon mount, and a weapon is blown off. Same as Com
Compo
ponent
nent Loss, above, except
except that the at-
at -
tacker gets to choose which de vice falls off.
8 ´ S
Siize" Critical Compo
Component
nent Loss
The shot causes a ma jor systems
systems overload.
overload. The defender
defender chooses a ma jor system
system to disable
disable from the follow
following
ing list:
• All Plat
Platfor
formm weapons
weapons
• Onee Pla
On Plattform Power Source
• Onee Pr
On Pro
opul
pulsion
sion system
system
• Alll Mai
Al Mainn Co
Conntrols
• All exte
terior
rior devices,
devices, includ
including
ing doors, hinges, and swivel turrets
turrets The defender
defender may not choose a system
sys tem that the
Platform
Plat form does not have or that has already been dis abled or de destroyed.
stroyed. If any of the disabled system’s
sys tem’s devices
devices
are mounted on the Plat form exte exterior,
rior, at least half of them fall off.
(If the Platform
Platform is Non-De struc ti
tible,
ble, the exte
exterior de
devices
vices that would have fallen off are instead
instead Disabled
Disabled and Dam-
aged Beyond
Beyond Repair.)
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9 ´ S
Siize" Ma jor Structural
Structural Breach
The Platform
Platform is broken
broken into two roughly equal halves. All minifigs in the Platform
Platform are Stunned. Unbraced
Un braced minifigs
fall over. The defender
defender breaks the Platform
Platform in two, making
making sure the break is handled
handled in such a way that the two
sections
sec tions can sepa
separate from one another.
another. Devices
Devices no longer
longer connected
connected to a Power Source or to controls
controls can no
longer
lon ger be used. Propul
Propulsion
sion systems
systems may be signif
signifiicantly handi
handicapped by dragging
dragging parts or lost stabi
stabiliz
lizers;
ers; in this
case vehi
vehicles
cles receive
receive a -50%MP or the Propul
Propulsion
sion system
system is Disabled,
Disabled, whichever
whichever seems most appro
appropripriate.
ate. Minifigs
and devices
devices within 1" of the breach are killed or Destroyed.
Destroyed. (If the platform
platform is Non-Destruc
Non-Destruc tible,
tible, all minifigs within
the Platform
Platform are killed and the main Power Source is Destroyed.)
10 ´ S
Siize" Ka-Boom!
The Platform
Platform explodes
explodes in a huge plume of fire. Every
Everyone
one on the battle
battlefield,
field, friend and foe alike, cheer at this beau-
beau-
tiful
tiful sight, so dear to a warrior’s
war rior’s heart.The Platform
Platform explodes,
explodes, doing
doing explo
explosion
sion damage
damage equal to its Armor
Armor Value. If
the model is DeD estruc ti
tible,
ble, it is ripped apart. Half the pieces are removed
removed from play and half are left on the battle
bat tle-
field as smoking
smoking debris.
debris. Other
Otherwise,
wise, the model is laid on its side or turned upside-down and considconsidered
ered Damaged
Beyond Repair.
6
Vehicles
Peo ple
ple are broad-minded.
broad-minded. They’ll accept the fact that
that a person
person can be an alcoholic,
alcoholic, a dope fiend, a wife beater, and even a news pa-
pa-
perman,
perman, but if a man does not drive, there is something
something wrong with him.
–Art Buchwald
Timmy-Mobile costs
costs twice as many
many CP as a non-flying Timmy-Mobile.
65
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All weap
weapons
ons and equipment
equipment must be bought sepa
separately (Chapter Quick and Dirty Vehi
Vehicles
cles Stats
Seven: Siege Weapons). Any time a Timmy-Mobile takes more dam damage
age
15"
than its 2d10 AV, bust off an appropri
appro priate Timmy-Chunk. Mechanix do Move:
not repair Timmy-Mobiles or use Timmy-Chunks in the repair of other TC
vehicles.
vehicles. Power:
Regardless
Regardless of what sys tems are used to construct
con struct a vehicle,
vehicle, all vehi-
vehi- 2d10
cles must adhere to the basic rules covered
cov ered in this chapter.
chapter. Armor:
Ar mor:
TC CP
Non-flight
Cost:
6.1 The Pilot
2 ´ TC CP
Normal Troop ers have all the skills neces
Normal necessary
sary to operate vehicles of their Flight Cost:
operate vehicles
own TL and earlier,
earlier, but they do so at a very rudimen
rudimentary
tary level. On any
given turn, they can perform
perform only one of the fol low
lowing
ing tasks:
· Steer
Steering
ing the vehicle
vehicle and acceler
accelerat
ating
ing or deceler
decelerat
ating
ing
· Fir
Firing
ing any one type of vehi cle weap ons at a single
sin gle target
target
· Oper
Operat
ating
ing a single
single Siege Device such as shields or a cloak
When something
something goes wrong, such as a loss of traction or a drop in the Power supply,
supply, normal
normal Troopers
Troopers
are at the mercy of the laws of physics.
phys ics. They don’t have the training
training to know how to deal with these common
com mon
problems.
prob lems.
· Fir
Firing
ing any number of vehicle weap ons at a single tar
target
get
· Oper
Operat
ating
ing any number
number of Siege Devices or other com plex special
special vehicle
vehicle functions
For +2 CP, any minifig can become an Ace Pilot and perform all three tasks at once.
(For more minifig specialties and troop types, see Chapter Eight: Military Profes
Profession
sionals,
als, and Chapter
Chapter
Nine: Battle
Battlefield
field Irregu
Irregulars.)
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G-force of accel
acceler
eraation: (accel
(acceler
eraation)/ 4
At a G-force
G-force of one, any object in the vehicle
vehicle that has not been secured will slide or be thrown around the
interior of the vehicle. If the vehi
vehicle
cle is of a type that banks dur ing turns (air
(airplanes
planes and some spacefighters),
objects will not slide around during
dur ing turns.
Minifigs who are not wearing seatbelts can brace them selves in place and keep themselves
them selves from being
thrown around until the G-force exceeds their own Power rating. rating.
If the G-force is higher than 3G, minifigs may begin to lose conscious
con sciousness.
ness. Every minifig exposed to
high-G acceler
acceleraation must make a Skill Roll vs. a UR equal to the number
number of Gs minus three, or take one level of
Stun damage.
damage. If the Skill Roll is less than half of the UR, the minifig takes two levels
levels of Stun Damage.
cess
cessful,
ful, the maneu ver succeeds
happens. succeeds and the vehicle
vehicle can continue
continue on its merry way. If the roll rol l fails, some thing bad
The nature of the bad result
result must be decided and agreed upon by the players players at the table (this may require
a What I Say Goes Roll). In almost all cases the result will be a sim ple Loss of Trac Traction
tion (defined later in this sec-sec-
tion), possisibly
bly accessorized by one or more Capsizings. If a Loss of Traction Traction result is not appropri
appro priate,
ate, then the
vehicle
vehi cle will typi
typically take a point of Func
F unctional Damage
Dam age to either the propul pulsion
sion system
system or to the Power Source.
In certain sit
situ
uations a vehicle
vehicle will experi
experience
ence a Loss of Trac tion. This might occur when a moped hits an
oil slick, when a mus cle car has its wheels shot out, when a jet-ski catches air off a big wave, or when a heli helicop
cop--
ter hits an inexpli
inexplicable
cable patch of airless vacuum.
vac uum. Minifigs with the Piloting
Piloting Specialty can delib delibererately
ately initi
initiate
ate a
Loss of Traction in most vehicles,
vehi cles, by pulling the emergency brake, cut cutting
ting the throttle, baking
bak ing the tires, or some
such maneu ver in order to rotate the vehicle vehicle sharply or to frighten pas sen sengers.
gers. This is called a Controlled
Con trolled Skid
and does not require any type of Piloting Skill Roll.
When a vehicle experi riences
ences a Loss of Traction,
Trac tion, the driver no longer
longer has direct con trol over the direction
direc tion
or velocity
velocity of the vehicle.
vehicle. The vehicle contin
con tinues
ues moving
moving in whatever direction
direc tion it was moving
moving when traction was
lost. If the vehicle
vehicle was turning
turning at that criti
critical moment, it will continue
con tinue rotating
rotating at the same rate despite trav el eling
ing
in a straight line. A Pilot execut
executing
ing a Controlled
Controlled Skid can choose this rate of rotationrotation at the begin ning of the
skid, although the vehiv ehicle must travel at least as far as its own chassis length for every 180 degrees to its spin.
If the vehicle
vehicle is top-heavy
top-heav y or hits an obstacle while travel
trav eling
ing side ways, it will Capsize,
Cap size, falling
falling over on its
side and taking Collision Damage between itself and the ground. The Capsized vehi vehicle
cle will continue
continue skidding
along, possi sibly
bly Capsiz
Capsizing sev
several
eral more times, potentially
potentially bringing
bringing itself upright once again. Boats and Trains
are especially
especially prone to Capsizing. Submarines are not. no t.
When traction
traction is lost, a driver without
without the Piloting skill must wait for the vehiclevehi cle to regain it on its own.
This is not an exact sci ence and players must be willing to tol er erate
ate some impreci cision.
sion. In general,
general, a spinning
spinning
vehicle
vehi cle will lose 60 degrees of spin per p er turn, and a vehicle
vehi cle that is not spinning
spinning but is facing
facing in the wrong direc-
tion will turn to face the direction
direc tion of its motion (or in the exact opposite
opposite direction,
direction, if that is closer) at a rate of
60 degrees per turn. The vehicle’s
vehicle’s motion will be slowed every turn accordingaccord ing to friction (4.3.4 Shoving and
Dragging
Drag ging Objects). When the vehicle
vehicle has stopped, or when its spin has stopped and it is pointing point ing towards or
away A
from the with
driver direc
direction
wit tionPiloting
h the of its
Pilotingmotion,
skill hastraction
trac
antion
addiistional
restored
additional andHe
option. themay
driver
useregains
any Procontrol.
pulsion
pulsion system
system on the vehicle
vehicle
to add an acceler
accel eraation vec tor to the vehicle’s
vehi cle’s motion and/or rotation
rotation (4.3.2 Accelereraation), in addition to the
effects described in the last paragraph.
paragraph. A Pilot can only accelerate in a direction that his Pro pul
pulsion
sion system
system can
point (this may cover a 90 degree arc if his car has front wheel drive), up to one half of the vehicles
BrikWars:
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Accel/Decel rating.
rating. The Pilot can also use the steering
steering system
system to add or sub tract 30 degrees from the vehicle’s
v ehicle’s
rotation.
A vehicle’s Propul
Propulsion type will limit where it can drive around. Boats stop moving
mov ing around when they’re not in
water. Trains are limited to the range of their TrainTrax. Ground Vehicles
Vehicles can not drive around in midair. Fliers
Fli ers
cannot
can not dig tunnels
tunnels into the sides of mountains
mountains (though it’s fun to watch them try). Hover Fliers Fli ers cannot
cannot escape
the event horizons of black holes.
Ground Propul
Propulsion is straight
straightfor
forward and should be easy for players to han handle.
dle. Almost any unusual situ situa-
tion which could affect a Ground vehicle’s
vehicle’s movement
movement will be covered
covered in 4.1: Moving
Moving Around.
The Propul
Propulsion
sion type that gives players
play ers the most trouble
trouble is the Flier. A Flier is rep
r epre
resented
sented on the playing
area as a vehicle
vehicle with wings, pro pellers, etc., supported above the surface of the field by some kind of stand.
The stand doesn’t
doesn’t repre
represent
sent anything
anything on the battle
battlefield
field except the shadow of the Flier, and has no n o more effect
than you would expect a shadow to have. Since Fliers Fli ers fly, they don’t take any movement
move ment penal
penalties
ties for rough
terrain,
terrain, and they can fly right over buildings
buildings and obstacles.
Air planes
planes are inter
interest
esting
ing toys but of no mili
military value.
–Marechal Ferdinand Foch, Foch, Profes
Professor
sor of Strategy,
Strategy, Ecole Superieure de Guerre.
Generally,
Gener ally, a Flier’s altitude
altitude is assumed to be one Story (six Brix) higher than whatever what ever surface
surface is directly
beneath it. If players
players want to go to the trouble
trouble of keeping
keeping track of a Flier’s altitude,
alti tude, they don’t have to change
the height of the Flier stand every round (although they can if they want) - a stack of blue b lue Pips next to the base
of the stand is enough to indicate the num number
ber of Stories
Stories in the Flyer’s altitude.
alti tude. A Flier can climb (losing 2" of
speed) or dive (gain ing 2" of speed) one story of alti altitude
tude per round. Unless it is dropping
drop ping bombs or firing
firing some
kind of hinged belly-guns, a Flier shooting
shooting at targets
targets more than a full Story lower than itself will have to drop its
nose and lose a full Story of altitude.
alti tude. Simi
Similarly, a Flier fir ing at tar
targets
gets more than a full story above itself may
have to raise its nose, gaining
gaining one Story of altitude. Unpowered Fliers (Gliders)
(Glid ers) either sacri
sacrifice 2" of speed or
lose one story of altitude
altitude every turn. Any non-Hover
non-Hovering travels less than (Size")+5" per turn automat
ing Flier that travels automat-
ically loses one Story of altitude.
These
rine does notrules
gaincan alsospeed
or lose be used to keep
in relation
rela track
tion to of a Sub
changes marine’s
marine’s depth below sea level, except that a Subma
in depth. Sub ma-
To take off and land, non-Hover
non-Hovering ing Fliers
Fliers need a stretch of clear terrain or road way to use as an airstrip.
airstrip.
A reg
reguular Flier needs to travel (Size")+5" per turn to achieve liftoff
lift off and to remain airborne.
airborne. If the Flier can
reach that speed before the end of the run way, or can deceler
decelerate
ate from that speed within the length of a land ing
strip, then everything
everything will be fine. Other
Otherwise, the Flier crashes into whatever
what ever is at the end of the strip.
7
Siege Weapons
Any troop-level weapon can be mounted on a Platform for 1 CP (plus the cost of purchas purchasing the weapon), but
who wants to buy troop-level weapons when there are Siege Weapons Weapons to be had? This is no time to wuss out.
Take a look at the differ
different
ent sets of weapons in the charts throughout
throughout this chapter
chapter and you’ll see what we’re talk -
ing about. Siege weapweapons
ons are designed to be mounted, so the listed cost for buying the weapon is the cost of
mounting
mount ing it.
Every Siege Weapon has a Power requirement
requirement (PwrRq).
(PwrRq). The Siege Weapon
Weapon cannot
cannot be acti vated
vated unless at
least that much Power is being supplied
sup plied to it by a Platform
Platform Power Source, by porta
portable
ble battery
battery packs, or by the
hard labor of slaves and beasts of bur den. A Siege Weapon does not ‘use up’ the Power supplied supplied by a Platform
Platform
Power Supply;
Supply; that Power is still also available
avail able to any other Siege Weapons
Weapons or devices that are attached to the
Platform.
Whatever
What ever direction
direction a mounted weapon is pointing
point ing is pretty much the direction
direc tion it fires. A mounted
weapon has a 45 degree cone of fire (22.5 degrees to either side and above and below the direc direction the weapon
is pointing). If a player wants to shoot at something
some thing that is not in that cone of fire, he’ll have to turn the
weapon somehow.
somehow. If the weapon is mounted on a vehicle, vehicle, just turn the vehicle
vehicle to face in the proper direc tion.
If it’s on a building,
building, you’re not
no t going to have much luck trying to rotate the building.
building. Also, if if the weapon is
mounted on the top of a wall, and enemies
enemies are camped out at the base of the wall, the gun g unners are going to wish
they had some way to point the guns downward.
Good thing there are turrets
tur rets and hinges! For 3 CP, a player can mount a group of weapons and devices
on a tur ret or hinge that allows them one axis of rota tion. Any combi combina
nation
tion of turrets and hinges that allows
BrikWars:
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the weapon
weapon type,orand
weapon barrel.
barrel.
it is only This in
included is case
the most generic
players
players way to
are unable to dif feren
fer
think enti
oftiate
ate
morebetween
elegantthe
soluMk
solutionslevthem
levels
tions els ofselves.
each
PwrRq indicates
indicates the Power Requirement
Requirement of the the weapon. The weapon can only operate operate if at least this amount
of Power is supplied to it.
Until the invention
invention of RobotBrains (Supple
(Supplement
ment RV: Robotic Vehi cles), Siege Weap ons can only be fired
by minifigs.
minifigs. With all those futuris
futuristic ComputerViruses, it’s too dan danger
gerous
ous to let comput
puters
ers fire weapons.
weapons. A
minifig can either use man ual or cen
central
tral controls
controls to oper
op erate a mounted weapon (5.2.2: Con Controls).
trols). With manual
manual
controls,
con trols, the minifig must actually be stand
standing
ing or sitting
sitting next to the weapon
weapon (or weapon group). Cen Central
tral con-
trols are usu ally used by a Pilot to fire the weapons
weap ons on his vehicle.
vehi cle. Central
Central controls
controls can also be used by a
minifig at a base ComputerBank to control base weapons.
A minifig cannot
cannot control
control Siege Weapons
Weapons both manually and centrally
centrally in the same turn. Which
Whichever
ever one of
the two control
control meth ods he chooses to employ, he can con trol however how ever many weapons
weapons that type of control
control
gives him access to.
Each minifig can only shoot at one tar get per turn. If a player has two mounted weapons weapons and wants them
to fire at two separate targets,
targets, he’ll have to have a sepa
separate minifig firing each.
For larger Siege Weapons,
Weapons, the Usage Rating
Rating is beyond the maximum Skill Rolls Rolls of most minifigs. This is
intentional;
inten tional; units firing
firing these guns should either focus on targets
tar gets large enough to get tagged by NearMisses
(3.1.2: NearMiss Rules), take advantage
advantage of Scouts’ Target
Targeting
ing Spe cialty (8.2.2: Scouts), or pray for Criti
Crit ical Suc
Suc--
cess Rolls (1.4: Basic Combat).
Combat). Siege WeapWeapons
ons are affected by the same Ranged Attack Modi Modififiers
ers as troop
weapons
weap ons (3.1.1: Ranged Attack Modifiers).
If a mounted weapon is not manned by the side that owns it, an enemy can sneak up and use it for his
own nefarious purposes.
purposes. For weapon
weapon emplace
emplacements
ments just sitting
sitting out in the wilder
derness,
ness, all he has to do is show
up and he can use it right away. For weapons
weapons mounted on vehicles,
vehi cles, he has to get into the gunner’s
gun ner’s seat (if there
is one), or (more usually)
usually) elimi
eliminate the driver and commanmandeer
deer the vehicle.
vehicle. For weapons mounted on a com- com -
puter
put erized
ized Platform,
Platform, once he takes control
control of a ComputerConsole on a weapon, there’s a good chance the Main
Computer
Com puter will cut Power to that weapon (5.2.2: Controls),
Controls), so he may want to bring some PowerPax.
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vating
vat ing its barrel to Las MkIII 5 24 25" 5 -2" (8 3" 6d6
at least 30 degrees, Las MkIV 6 28 25" 6 -3" (12 4" 8d6 (slow)
whether due to
mechaniical
mechan mal- BeamCannon MkV 6
mal- 30 30" 7 -4" (15 5" 10d6 (2 ´ Slow)
function
func tion or Classi
Clas sifi
fica
cation:
tion: Blasters
because it is trying
trying Explo
Ex plosive
sive Ranged Siege Weapons
Weapons
to fire underneath
underneath
an obstacle,
obstacle, its Weapon TL CP Range UR -CMP” PwrRq Size" Damage
maxiimum Range is
max
Bla MkI (5 15 16" (4 -1" (2 1" 1d10+2 Exp
halved. (The (auto) (5) (7) (4) 1d10 Exp (auto)
mechaniical hinge
mechan
used to ele vate a Bla MkII (5 15 16" (5 -1" (4 2" 2d10+2 exp
Ballistik barrel
barrel is Bla MkIII (5 20 20" (6 -3" (6 3" 3d10 exp (slow)
pro vided free at no Bla MkIV (6 25 20" (7 -5" ( 8 4" 4d10 exp (slow)
extra CP cost.) A
Yamato MkV (6 30 25" (8 -7" (12 5" 5d10 exp (2 ´ slow)
Ballistik weapon
can fire over the Classifi
Classi fica
cation:
tion: Ballistix
tops of obstacles
obstacles to Paraabolic Ranged Siege Weapons
Par Weapons
hit targets on the
other side. They Weapon TL CP Range UR -CMP” PwrRq Size" Damage
can be used to hit MrtrMkI 3 10 16" 5 -2" 2 2" 1d20 exp (slow)
distant
distant enemies
enemies
side their range MrtrMkII
outside
out 4 12 20" 6 -3" 4 4" 1d20+2d6 exp
(slow)
of sight if one of
MrtrMkIII 4 16 24" 7 -4" 6 6" 2d20 exp (slow)
their Scouts can
Target
Tar get the enemy MrtrMkIV 5 18 28" 8 -5" 8 8" 2d10+1d6 exp
and relay the posi-
posi - (slow)
tion back to the BigBertha MkV 5 20 30" 9 -6" 12 10" 3d20 exp
Ballistik gunners. (2 ´ slow)
()–numbers
()–numbers listed in paren
parenthe
theses
ses are for guns used in Auto
Automatic
matic Fire (3.3.4: Auto
Au tomatic
matic Fire).
Weapons listed as (slow) must wait one turn be tween firings.
Weapons firings. Weapons
Weapons listed as (2 x slow) must wait two turns between
between firings.
firings.
At TL5, all Ammo-Free Guns may be bought as Stun weapons, doingdoing Stun Damage
Damage to all tar gets. At TL6 and TL7, all Ammo-Free
Guns can switch on the fly between
between Stun and regu
regular Damage.
Damage.
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Cannons
Cannons Classi
Classifi
fica
cation:
tion: Cannons
Cannons
Special
Special Payload
Payload Launching
Launching Siege Weapons
cover all the same
gun types as
Weapon TL CP Range UR -CMP” PwrRq Size" Max Payload
Ballistix, but are
more ‘realistik’ in Pirate
Pirate 3 5 16" 6 -1" 1 2" Cannon
nonball
ball (Explo
(Explosive
sive MkI)
Cannon
that all the ammu-
ammu-
nition
ni tion has to be Cnn MkI 4 10 16" 4 -1" 1 2" Explo
plosive
sive MkII
bought sepa separately Cnn MkII 4 12 18" 5 -2" 2 3" Explo
plosive
sive MkII
(see the next sec- sec-
Cnn MkIII 4 14 20" 6 -4" 4 4" Explo
plosive
sive MkIII
tion, 7.3.3: Ammo)
and loaded into the Cnn MkIV 4 16 22" 7 -8" 8 6" Explo
plosive
sive MkIV
weapon somehow. Cnn Mk V 5 18 24" 8 -12" 12 8" Explo
plosive
sive MkV
The costs above
are for weapons A Cannon’sCannon’s Damage
Damage is de termined
termined by the shells it fires.
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7.3.3 Ammo
Explosives are lots
Explosives Classifi
Classifica
cation:
tion: Explo
Explosives
sives
of fun. At no extra Siege Demo
Demolilition
tion Weapons
Weapons
cost, an explosive’s
explosive’s
Damage
Dam age potential
potential Weapon TL CP Range UR -CMP” PwrRq Size" Damage
can be con verted Gun Gunpow
powder
der Barr
Barrel 3 3 — 3 — — — 2d10 Exp
to any of a wide
number
num alter- Exp MkI
ber of alter- 3 2 — 3 — 1 — 1d10+3 Exp
nate explosive
explosive pay- Exp MkII 3 3 — 3 — 1 1/2" 2d10 Exp
loads, depending
depending Exp MkIII 4 4 — 3 — 2 1" 2d10+3 Exp
on an army’s
Exp MkIV 4 6 — 4 -1" 3 2" 3d10 Exp
TekLevel. Incen
Incen--
diary
diary phospho-- Exp Mk V
phospho 4 8 — 5 -2" 4 3" 4d10 Exp
rous, nerve gas, RyderTruk MkVI 4 10 — 6 -3" 6 4" 5d10 Exp
neutrino
neutrino bursts,
tear gas, ink and Can Cannon
nonBalls are bought at half the CP cost of equiv
equivaalent-sized Bombs.
paint bombs, con- Classi
Clas sifi
fica
cation:
tion: Explo
Explosives
sives
cussion,
cus sion, biolog
biologiical Siege Demo
Demolilition
tion Weapons
Weapons
agents, confetti,
confetti,
and propapropaganda
ganda Weapon TL CP Range UR -CMP” PwrRq Size" Damage
pamphlets
pam phlets have all
Gunpow
Gun powder
der Barr
Barrel 3 3 — 3 — — — 2d10 Exp
been used to good
effect. Cheap, Exp MkI 3 2 — 3 — 1 — 1d10+3 Exp
power
pow erful,
ful, and able Exp MkII 3 3 — 3 — 1 1/2" 2d10 Exp
to affect large
Exp MkIII 4 4 — 3 — 2 1" 2d10+3 Exp
areas, an Explo-
Explo-
sive’s only major Exp MkIV 4 6 — 4 -1" 3 2" 3d10 Exp
drawback
draw back is that it Exp Mk V 4 8 — 5 -2" 4 3" 4d10 Exp
can be used only RyderTruk MkVI 4 10 — 6 -3" 6 4" 5d10 Exp
once.
The stats Can
Cannon
nonBalls are bought at half the CP cost of equiv
equivaalent-sized Bombs.
listed above are for
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Brik Wars: Siege Weapons 76
Explosives
Explosives Missiles
Missiles
dropped as Bombs
or fired from Mis-
Mis- Weapon TL CP Range UR -CMP” PwrRq Size" Damage
sile banks. If the Whd MkI 3 4 16" 6 — 2 1" 1d10+3 Exp
Explosives
Explo sives are Whd MkII 4 6 20" 6 -1" 4 2" 2d10 Exp
bought as ammuni ni--
tion to be fired out Whd MkIII 4 8 24" 7 -2" 6 3" 2d10+3 Exp
of Cannons,
Cannons, they Whd MkIV 4 12 28" 7 -3" 8 4" 3d10 Exp
do not require Whd MkV 4 16 32" 8 -4" 10 5" 4d10 Exp
complex
com plex aiming
aiming
Taktikal Nuke MkVI 5 20 36" 8 -5" 12 6" 5d10 Exp
and firing
firing mecha-
nisms of their own
Ignore
Ignore UR, -CMP", and PwrRq ratings
ratings of Explo
Explosives
sives that are bought as ammu
ammuni
nition
tion for Cannons.
Cannons.
and so incur no
-CMP" or PwrRq
on the Platforms
Platforms on which they are mounted. When firing firing Missiles
Missiles and Bombs from Cannons, Can nons, use the Range
and UR of o f the Cannon (unless a Mis sile’s Range is higher).
At TL4 and higher, the powder powder load and ball are normally normally packaged
packaged together in a single single conve
venient
nient shell,
but Pirate Can nons and other Black Pow Powder
der Can nons require Can CannonnonBalls
Balls and GunPow
GunPowder der to be loaded sepa-
rately (7.3.2: Ammo-Dependent Guns). Cannon nonBalls
Balls are bought with the same stats as the equiva equiv alent Bomb
but at half the CP cost. GunPow Powder
der Barrels
Barrels never run out of GunPow Gun Powder der but will explode if exposed to flame,
lasers, hot lead, or heavy impact, so handle them with care.
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8
Standard Combatants
It is not the critic who counts, not the man that points out how the strong man stumbled,
stum bled, or where the doer of deeds could have
done them better. The credit belongs to the man who is actually
actu ally in the arena; whose face is marred by dust and sweat and blood;
who strives valiantly,
valiantly, who errs and comes short again and again; who knows the great enthusi enthu siasms,
asms, the great devotions,
devotions, and
spends himself
himself in a worthy
worthy cause, who at best, knows in the end the triumph
triumph of high achievement;
achievement; and who, at the worst, at least
fails while daring
daring greatly, so that his place shall never be with those cold and timid souls who know neither
neither victory
victory nor defeat.
–Theo
–The odore Roose
Roose velt
8.1 Soldiers
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BrikWars: Standard Combatants 81
It’s just a job. Grass grows, birds fly, waves pound the sand. I just beat peo ple up.
–Muhammad Ali
–Muhammad
The Trooper, who was originally introduced in 1.3: The Trooper, is the stan- Classi
Clas
stan - General sifi
fica
cation:
tion: Trooper
dard ‘grunt’ soldier of his Civilizazation. statistics of all other General
tion. The costs and statis Purpose Dispos
Purpose Disposable
able Infan
Infantry
try
troop types are based on his basic model. Troopers Troopers are repre resented
sented by
generic warrior
warrior minifigs of their Civi
Civ ililiza tion’s color, wearing some kind of Move:
zation’s 5"
protec
pro tective
tive helmet (unless their Civililiza
zation
tion is one that has not yet devel oped Ar Armmor: TL + 1 AV (min 2)
Helmet
Hel met Teknology, such as CaveMen or TribalMen). Skill: 1d6
For more informa mation
tion about Troopers
Troopers and an explana nation
tion of the basic
troop statis
statistics,
tics, take a look back at 1.3: The Trooper. The two statis tics new Cost:
tistics TL + 1 CP (min 2)
Rattio:
Ra None (troop)
Specialty A regular Trooper never retreats,
retreats, is incor
incorrupt
ruptibly
ibly loyal to his Civi
Civi-
lization,
zation, has no need for sleep, food, or compan
com panionionship,
ship, and is an expert in
the use of all weapons
weapons of his CiviCivilization’s
zation’s TekLevel. If he has any specialspecial training, pow
powers,
ers, or limita
tations
tions be-
sides these normal
normal Trooper abili
abilities, they are listed under
un der the Specialty heading. A soldier’s special cialties
ties will
affect his CP cost.
Many troop Special
cialties
ties can also be given to equipment
equip ment items or Siege devices, whether through enchant -
ment or special teknology, and some Spe Special
cialties
ties can be bought in i n multi tiples
ples for cumulalative
tive effects. Players
Players
should be cautious if they explore either of these appli ca cations
tions of the Specialty
Specialty rules, as there is a potential
poten tial for
abuse.
In the case of the basic Trooper, he has no par tic ticuularly special abil
abiliities beyond his normal everyday tal talent
ent
for kicking
kicking PBB butt. These are a few of the Special cialties
ties com monly assigned to oth other
er wise
wise generic Troopers,
Troop ers,
and their associ
associated CP costs:
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BrikWars: Standard Combatants 82
When adding
add ing dice to a statis
statistic,
tic, remem ber that 1d6 is equiv
equivaalent to 3.5 points, 1d10 is equiva
equivalent to 5.5
points, and 1d20 is worth 10.5 points. Always round up the final CP cost of the unit.
un it.
BrikWars:
BrikWars: Standard Combatants 83
You can
cannot
not give a unit both a Perfor
formance
mance Improvement and the corre respond
sponding
ing Perfor
formance
mance
Disimprovement. No matter
matter how many Perfor
Performance
mance Disimprovements a minfig has, it will always cost a mini
mini-
mum of 2 CP.
8.2 Specialists
Anyone who’s read this far into the rulebook proba
Anyone prob ably already has
h as a few ideas for spe cial
cialized
ized troops he’d like to
toss onto the field. If you have an idea for a special
special ability you would like to give one of your troop types, go
right ahead and give it to them! You and your oppo nents will have to agree on a fair CP cost and lim limiita
tations
tions for
the ability,
ability, and whether or not the troop type should have a Ratio requirement.
requirement.
We’ve included many examples of mil miliitary special
specialists and sta
statis
tistics
tics below. Players
Players are encouraged to
ignore or modify
modify these examples
examples as they see fit, or to create entirely new types. Make sure all of o f your opponents
oppo nents
are aware of the types of units you’re fielding,
fielding, and their specific abili
abil ities and statis
statistics
tics (be honest
honest - ‘subter
‘subterfuge’
fuge’
is another one of those Frenchy words unknown to the PBB warrior).
Many of our example
exam ple troop types will have new special abili abil ities listed under their Specialty statis tistic.
tic.
Where this is is the case, a full description of the Specialty
Specialty and its CP cost will be included in the support porting
ing text.
8.2.1 Amazons
best place for women is at the front lines of fierce battles,bat tles, fighting
fighting as elite Speccialty:
Spe None
shock troops. Such women are nicknamednicknamed ‘Ama
‘Amazons.’ Armored lightly for
Rattio:
Ra None (troop)
increased mobil ity (they wear stylish PBB girl-hair pieces rather than hel hel--
mets), Ama zons are trained to close distances
dis tances quickly in order to rapidly
engage oppo nents
into defensive
defensive in hand-to-hand combat
emplacements. com bat before the enemy has time to dig
BrikWars:
BrikWars: Standard Combatants 84
8.2.2 Scouts
Fresh Scouts are picked from the ranks of newly recruited Trooper Cadets Classi
Clas sifi
fica
cation:
tion: Scout
for ‘accel
‘acceler
erated
ated field training.’
training.’ Since they have no true battle-expe
battle-experi
rience, AdAdvance
vance Target
Target Acqui
Acquisi
sition
tion Special
Specialist
ist
these trainees
trainees are given the opportu
oppor tunity to act as Scouts for a time. They
undergo a rigor
rigorous
ous training
training reg imen which may last as long as two days, con
con-- Move: 12"
sisting of jog
jogging
ging and swim ming at the local YTCA. At the end of their train-
train- ArArmmor: TL + 1d6-4 AV
ing they are given a flimsy suit of ScoutArmor (often consist
consisting of noth
nothing
ing
Skill: 1d6-1
more than a sash with one or two protec
pro tective
tive MeritBadges) and sent into the
field. Cost: TL + 4 CP
8.2.3 Synthetix
Synthetix (Droids, or Golems at ear lier TLs), are minifig shaped and sized robots which can fight alongside
along side reg-
ular Troop ers. The mem
members
bers of the squad to which a Synthetik belongs constantly
constantly repair and upgrade their arti -
ficial
ficial comrade,
comrade, and treat it as if it were a real man.
Because Droids and Golems are not human, and made from synthetik mate ri rials,
als, their stats and abili
abil ities
will be largely depend
dependent
ent on the teknologikal sophisti
sophis tication
cation of the Civi
Civililiza
zation
tion that constructed
constructed them. All
Synthetix have built-in commu
communi
nica
cations
tions devices (Golems can commu
muni
nicate
cate by magikal telepa
telepathy, while Droids
BrikWars:
BrikWars: Standard Combatants 85
have built-in radios), so their squads won’t need to carry one. However,However, Classi
Classifi fica
cation:
tion: Synthetik
Arti
Artifificial
cial General
General Infan
Infantry
try Unit
Synthetix are not fully
fu lly auton omous and must be attached to a squad of reg regu
u-
lar organic Troop ers. Synthetix may be given addi
additional
tional special
cialties
ties in order to
Move: TL + 3"
act as Medix, Mechanix, Pilots, or almost any type of specialist.
Synthetix can be repre
represented
sented by any regular minifig, but must have an Arm
Armor: TL + 1d6 + 2 AV
odd mechani
mechanical feature or two. If you don’t have any of the specialspecial android Skill: TL + 1d10-4
figs in your Civi
Civililiza
zation’s
tion’s color, then you’ll have to take a regu
reg ular minifig and Cost: TL + 4 CP
do something like replace its legs with wheels or replace its head with a
Speci
Special
altty: Stren
Strengt
gth
h (P
(Pow
ower
er:: 2)
2)
maneuvering
vering jet. The head of a Synthetik cannot be a normal nor mal minifig face
Robot
Ro bot Brain
(either due to teknologikal limita tations
tions or to the social prejudices of the
Synthetik’s creators). Rattio:
Ra 1 for every 5 troops
If no friendly humans remain, the Droid becomes intensely depressed and loses all moti va
vation to go on.
8.2.4 Slaves
Many Civilizations
zations make slaves of their pris on oners
ers of war or of the civilian Classi
Clas sifi
fica
cation:
tion: Slave
popu
pop ula
lations
tions of conquered
conquered enemies,
enemies, but these slaves are often disloyal
dis loyal and Invol
In volununtary
tary Menial
Menial Laborer
Laborer
prone to rioting.
rioting. Among the more enlightened
enlightened CiviCivilizations,
zations, Slaves are culled
from the popu populace’s unfor
unfortutunate
nate mutants, who by some genetik accident acci dent Move: 6"
were born with a horri rify
fying
ing paci
pacifism. Unable to raise a weapon or fist in Ar Armmor: TL + 1d6-5 AV
anger to hurt another, these unfortu tunate
nate miscrecreants
ants can never know true
happi
hap piness. As it becomes appar ent to their family teachers that they are Skill:
fam ily and teachers 1d6-1
Violence
Vio lence Challenged,
Challenged, they are taken aside into Special Educa Edu cation
tion classes. Cost: TL + 4 CP
There they are taught the skills of the Slave, like pulling plows, car carry
rying
ing Spe
Speci
cial
altty: Strren
St engt
gth
h (P
(Pow
ower
er:: 2)
2)
wrecked cars to the dump, and other menial tasks. All the while, they are Paci
Pac ifism
dosed with whatever
whatever experi
experimental
mental steroids
steroids are in vogue. This does not make Ra Rattio: None (troop)
them very intelligent, but they do become very strong.
Although snubbed by normal nor mal Troopers,
Troopers, Slaves have one great advan-advan-
tage: their immense strength, which allows them to carry heavy loads. Slaves are useful use ful for quick assemblyassembly and
disas
disassem
semblybly of barri
barricades
cades and forti
fortifi
fica
cations,
tions, and are often used to test for anti-per
anti-person
sonnel nel mines, to draw enemy
fire, or as target
target practice
practice when all the civilians
civil ians have been killed.
Slaves have no Armor, they just run around in overalls overalls and a BaseballCap or HardHat, in the color of
their Civi
Civililiza
zation.
tion. Minifigs from inferior
inferior clone brands make good Slaves, if you hap pen to have some and don’t
mind letting
letting everyone else find out. If you have any old minifig heads whose wh ose faces have rubbed off, and you
had to draw new faces with a Sharpee pen, and you slipped a lit
little
tle and the new faces look retarded, then those
make the best Slave heads.
BrikWars:
BrikWars: Standard Combatants 86
8.2.5 Pilots
Pilots are the elite and cocky group of warriors
war riors who operate
operate a Civililiza
zation’s
tion’s Classi
Clas sifi
fica
cation:
tion: Pilot
Pilot
war machines. While any Trooper can pilot a vehicle,
vehi cle, the Pilots have the tal-
tal - Assault Vehi
Assault Vehicle
cle Oper
Operaator
ent and educa
education
tion that give them the edge in vehic ular combat.
Before becoming
becoming a full-fledged Pilot, the Pilot Cadet must pass a spe- spe - Move: 5"
cial course called “Drivers’
“Drivers’ Ed,” which is offered at the local high school. In Arm
Armor: TL + 1d6-3 AV
Driv ers’
operat
oper ingEd,
ating weapthe
weapons Cadet
ons learns
and commu
com arcane
muninica skills
cations
tions such as
systems,
systems, anddriv
driving
paring
paral
allel straight lines, Skill:
lelinparking. 1d6+2
Once a Pilot is given his vehicle, obsessively good care of it. Cost:
vehi cle, he takes obsessively TL + 2 CP
On the weekends,
weekends, with the week’s fighting behind him, the Pilot tends to his Spe Speccialty: Pilot
loting
ing
vehicle.
vehi cle. Pilots follow a gru
gruel
eling reg
regiimen which involves meticu
meticulously polish
polish--
Rattio:
Ra None (troop)
ing and detailing the vehivehicle
cle inside and out. After the external protec pro tective
tive
ointments
ointments have been applied, the Pilot carefully
care fully tunes and steam-cleans the
engine, with the help of his squadron’s
squad ron’s Mechanik. Finally, he vacuums inside the vehi cle, and cleans out the
ashtrays.
ashtrays. If the vehicle
vehicle has tires, he rotates them.
Every armed vehicle must start out with a Pilot. The Pilot may be killed in mid-bat mid-battle,
tle, and then any
Trooper can come along and comman commandeer the vehi vehicle,
cle, but the vehicle
vehicle has to start the bat tle with a trained Pilot.
Unarmed vehicles
vehicles can start out with whomever
whom ever they like, since it’s not as important
impor tant that they have a skilled gun-
gun -
ner in the pilot’s seat.
A Pilot may be reprepre
resented
sented by a minifig with a visored racing helmet hel met or sunglasses
sunglasses or racing gloves or a
special driving
special driving hat or whatever
whatever is appropri
appropriate
ate to his culture.
culture. Pilots speak mainly in trite clichés involving “the
need for speed” and the phrase “five by five.”
BrikWars:
BrikWars: Standard Combatants 87
8.2.6 Mechanix
Mechanix are members
members of the elite order that repairs and maintains
maintains the vehi-
vehi- Classi
Clas sifi
fica
cation:
tion: Mechanik
cles, bases, and heavy machinery
machinery of the Troopers.
Troopers. When a potential Vehicle
Vehi cle Mainte
Maintenance
nance Special
Specialist
ist
Mechanik is identi
identified
fied in the Trooper Training
Training Cen ter, he is given a test for
Move: 5"
Advanced Mechanikal Apti Aptitude.
tude. Troop ers who pass the test are given the
opportu
oppor tunity
nity to spend up to ten years receiving
receiv ing extra training
training at the Cita
Citadel of Arm
Armor: TL + 1 AV
Mechanix. In the Citadel, the Mechanik trainee is taught to design, test, and Skill: 1d6
finalize machine blue
blueprints
prints in his head. A skilled Mechanik can design a new
Cost: TL + 3 CP
vehicle
vehi cle from wreckage
wreckage and spare parts in about ten sec onds; the fast fastest
est can
do it in five. Mechanix require tools with which to work, and some of the Spe Speccialty: Mechan ik
ikal A bi
bility
sets of tools used by Mechanix have been in circu cir culation
lation for thousands of Ra Rattio: 1 per Vehi
hicle
cle
years, handed down from generation to generation.
Mechanix are handy to have around. Not only can they repair damage dam age
done to vehicles,
vehicles, but they can sal vage
vage parts from wreck
wreckage
age and cre ate new devices in the midst of battle. A
Mechanik must be equipped with at least one tool, such as a wrench, hammer, ham mer, robot arm, or nanoprobe hose.
Tools cost 3 CP apiece. Mechanix typ typiically wear little
little police hats and are under no obligaobligation
tion to shave.
Although they don’t usually
usually carry weap ons, they are as well trained in comcombat
bat as any Trooper and can put up a
hell of a fight if they get in a tight spot.
BrikWars:
BrikWars: Standard Combatants 88
Recovery Vehicles
A Mechanik can have a sepseparate vehi cle all to himself. Vehicles
Vehi cles driven as Recov ery Vehicles
Vehi cles cost an extra 5 CP
and start out with up to 10 spare parts (parts like spare wheels, power and con trol cables, jets, consoles,
consoles, and
wings; not parts like spare MkIII Lasers). The pieces car ried in the Recovery
Recov ery Vehicle are cho
chosen
sen by the player
and may be used to help create new vehicles
vehi cles from wreckage. Recovery
Recov ery Vehicles
Vehicles also get one free tow harness,
har ness,
to tow wrecks to safer areas so the Mechanik can work on them, or one free crane arm, to pick p ick up large pieces
of debris. Recovery
Recovery Vehicle equipment incurs -2" of Cargo Movement Penalty.
Vehicle equipment
Recovery Bays
Mechanix can also have base workshops
workshops and garages (at a cost of ten points)
poin ts) which start out with up to fifteen
workshop get +1d6 to all repair rolls. When build
spare parts in a parts bin. All Mechanix working in such a workshop building
ing
new objects from debris, Mechanix in a Recovery
Recovery Bay automat
matiically get a full minute
min ute of building
building time.
BrikWars:
BrikWars: Standard Combatants 89
8.2.7 Medix
Medix are like Mechanix for minifigs. After initial ini tial training in the Trooper Classi
Clas sifi
fica
cation:
tion: Medik
Training Center,
Training Center, those desiring
desiring to become Medix move on to their Civi Civililiza
za-- Minifig Mainte
Maintenance
nance Special
Specialist
ist
tion’s Hypocritic College
College of Medix, where they spend many years learning learning to
mend battle wounds like No-Knee Syn Syndrome, Inversion, Move:
drome, Skull Inversion, 4"
Hyper-Extended Sternum,
Sternum, Melted Torso Disor Disorder,der, and the devas
devastating
tating Ar Armmor: TL + 2 AV
All-Bones-Fused-Together Trauma. Each Civi Civiliza
lization
tion has its own version
version of
Skill: 1d6
the Hypo
Hypocritic Oath, but most sound something
some thing like “I swear to do every-every-
thing in my power to keep our guys alive, and to pre vent the other guy’s guys Cost: TL + 3 CP
from remaining
remaining so.” This oath pre vents the Medix from taking taking counter
terpro
pro-- SpeSpeccialty: Medikal T ra
raining
ductive mercy on wounded enemy soldiers and civilians. Rattio:
Ra 1 per 10 Troops
At gradu
graduation time, the Medik is awarded his MediKit, which contains
high-tech field surgery gear such as BakTeen, industrial-strength BandAdes,
a rubber mallet, and a reus
reusable
able rectal/oral
rectal/oral thermom
thermomeeter. They are then sent off to perform per form their duties with a
specific
spe cific battal
battalion,
ion, to which they are attached for
f or the rest of their pro fes
fessional
sional lives.
A Medik is best repre
rep resented by a minifig in a doc doctor
tor suit, wearing
wearing a backpack
backpack full of surgikal equipment,
equip ment,
and carry
carrying
ing a MediKit briefcase.
briefcase. (The MediKit should not be con fused with other units’ suitcases suitcases that are
PsiAmps and Brain Control
Control Devices.) A Medik needs both hands free to perform perform emergency
emergency surger surgeries,
ies, and so
does not normally carry weapweapons;
ons; how ever he is fully trained in their use, should he hap happen
pen to pick one up.
SickBays
For 5 CP, a player can des ig
ignate
nate a Plat form section of any size to be a SickBay. Within this space, he may install
in stall
as many SickBeds as he likes. Each SickBedSick Bed must be installed with a 1CP ComputerConsole to per form
Medikal scans, moni
monitor vital func
functions,
tions, and let patients play video games to distract
dis tract them from the agoniz
agonizing
pain. (If the army’s TekLevel is too low for ComputerConsoles, the player must still spend 1 CP on each Sick-
Bed for whatever
whatever Medikal tools are appropri
appropriate
ate to the culture).
When a patient is brought to the SickBay, a Medik can make as many many attempts to revive him as he wishes;
each attmept takes one full turn. If the Medik rolls a 10 on any such attempt, the patient is dead and cannot
cannot be
saved; throw him in the OrganRecycler. If a patient recover
recovering
ing on a SickBed
SickBed is moved by anyone
anyone other than a
Medikal techni
technician,
cian, moved to any where besides a differ
different
ent SickBed,
SickBed, or if enemies gain access to his SickBed’s
SickBed’s
ComputerConsole, he is dead and can no longer
longer be saved.
BrikWars:
BrikWars: Standard Combatants 90
Ker-Triage! Roll
Ker-Triage!
( 1d
1d10 + TL ) What Ha
Happens
Any time a ‘1’ is Battlefield
Battlefield stress causes the Medik’s hand to jerk invol
involun
untarily, and he ac
acci
cidentally severs
severs twenty or thirty ma jor arter
dentally arteries.
ies.
rolled, regard
regardless
less The victim’s
victim’s status
status is downgraded
downgraded from Dead to Really
Really Really
Really Dead, and his funeral
fu neral is downgraded
downgraded to Closed-Casket.
Closed-Casket.
of TL or other The victim
victim cannot be saved.
bonuses
bo nuses
7 or less Despite a valiant effort, the Medik is un able to im improve
prove the victim’s
victim’s condi
condition.
tion. If the victim
victim is in a SickBay, his condi
con dition
tion
is unchanged,
unchanged, and the Medik may continue
con tinue to make attempts
attempts on follow
following
ing turns.
If the vic
v ictim is be
being
ing treated in the field, then he is dead and can not be saved unless
un less he is taken to a SickBay.
8 The victim is saved, but one arm or both legs must be ampu am putated
tated (Medik’s choice).
Remove
Re move the ampu
amputated
tated limb or limbs from the victim’s
victim’s body. Status
Status is upgraded
upgraded from Dead to Uncon Unconscious.
scious. Victim
Victim
cannot
can not recover
recover to better than Exhausted/Stunned
Ex hausted/Stunned for the remain
re mainder
der of the battle.
battle.
If the victim
victim takes damage
damage or exerts
exerts himself
himself in any way (includ
(in cluding
ing engag
engaging
ing in any type of hand-to-hand combat),
com bat), he will
begin
be gin bleeding
bleeding profusely.
profusely. He will take 1d6 Stun Damage
Damage every
every turn from blood loss untilun til a quali
qualified Medik re-bandages
him.
9 A minifig with no legs can drag himself about at 1" for each arm. If he has a wheel wheelchair,
chair, he can wheel himself
himself around at
half speed if he has both hands free.
The victim
victim is saved, but one leg or hand must be ampu am putated
tated (Medik’s choice).
Same ef fects as for #8.
If the vic tim is in a SickBay, hands and legs are auto
au tomat
matically
ically replaced
replaced with prosthetix. If the player didn’t
did n’t buy enough
Pirate
Pi rate and Divers
Divers sets to have a ready supply
supply of hooks and peg legs (for shame!), he can make a pros prosthetic
thetic hand out of
any off-color minifig hand, and a prosthetic
prosthetic leg with an off-color leg or by attach
attaching
ing a 1 ´ 2 plate to the back of one of
the minifig’s legs. For the most part, these work as well as the origi originals, except
except that pre-TL5 prosthetic
prosthetic hands cannot
cannot
be used for things like pull
pulling
ing triggers
triggers and playing pianos.
10 The victim is saved but has a nasty head wound and a concus
con cussion.
sion.
Status is up
upgraded
graded from Dead to Uncon
Unconscious. Vic tim is at -2 Skill for the rest of the battle.
battle. Put a red bandanna
ban danna or a
red 1 ´ 1 plate on the victim’s
vic tim’s head to serve as a bandage.
11–12 The victim is saved with no compli
complica
cations.
tions.
Status
Status is upgraded
upgraded from Dead to Uncon
Unconscious.
scious.
13–14 The victim is somewhat
somewhat dazed but other
otherwise
wise unhurt
unhurt
Status is imme
Status immedi
diately
ately upgraded
upgraded to Exhausted/Stunned.
Exhausted/Stunned.
15+ The victim
victim makes an instant
instant and mirac
miracu
ulous recov
recovery.
ery.
Status
Status is imme
immedi
diately
ately upgraded
upgraded to Normal/Frisky.
Normal/Frisky.
Any time a ‘10’ is The victim’s
victim’s recov
covery
ery is so mirac
miraculous
ulous that it is a signif
nifiicant morale
morale boost. Status
Status is imme
immedi diately
ately upgraded
upgraded to
rolled regard
regardless
less Normal/Frisky.
Nor mal/Frisky. Either
Either the victim
victim or one of the attend
attending
ing Medix may take a small per perfor
formance
mance bonus,
bonus, such as +1 to Skill
of TL or other or +1" Move, at the player’s discre
discretion.
tion. This bonus
bonus lasts until
until the end of the battle.
battle.
bonuses
bo nuses If you roll a result
result that cannot
cannot be applied to a certain vic tim (for in instance,
stance, a 9 for a victim
vic tim who is already
al ready a quadru
druple
ple
ampu
am putee),
tee), keep subtract
subtracting
ing one from the roll until you get a result that applies.
8.2.8 Technix
Technix, or Engineers,
Engi neers, are like Mechanix for buildings.
buildings. They carry a SprayCan of harden
hardening
ing ABS SprayFoam,
which they use to weld broken
bro ken walls back together, and to create plas tic Brix to patch holes and build bar
barri
ri-
cades. Engineers
Engineers often command
command a work-squad of Slaves.
BrikWars:
BrikWars: Standard Combatants 91
Engineer is repre
An Engineer represented
sented by a nor mal Trooper with a SprayCan and a Classifi
Classi fica
cation:
tion: Technik
Structure
Structure Mainte
Maintenance
nance Special
Specialist
ist
boy-hair piece. Even female Engineers
Engi neers adopt this hairstyle, because get
getting
ting
long hair stuck in a harden
hardening
ing Brik of SprayFoam can be a fatal incon ve ve--
Move: 5"
nience when in the midst of battle.
Arm
Armor: TL + 1 AV
8.2.9 Kamikazes
Every now and then a Trooper gets bored with the normal nor mal humdrum
humdrum Classi
Classifi
fica
cation:
tion: Kami
Kamikaze
kaze
ultra-violence,
ultra-violence, facing cer
certain
tain death day in and day
d ay out; it takes a lit tle more to Suicidal
Suicidal Maniak
get his adrena
adrenaline flowing.
flowing. Or maybe he’s a few days from retirement,
retirement, and
can’t stand the thought of not getting
getting to kill anybody
anybody anymore. Maybe he’s Move: 8"
just seenwho
one isJaw-Jaw too men
many. Arm
Armor: TL + 1d6-5 AV
Trooper even more tallyFor
mentally what
whatever
unsta bleever
unstable thanrea son,
his a Kami
peers. kaze into
He goes is a
Skill: 1d6
battle
battle with out any armor (and some
sometimes
times without
without clothes), pumped up on
CroakaKola and looking for insane risks and suicide missions. Cost: TL + 1 CP
A Kami
Kamikaze
kaze appears to be a nor mal Trooper who hasn’t has n’t shaved or Speccialty:
Spe Kami
mikaze
kaze Bomb
bathed in awhile, and he usually
usually wears some kind of funny hat. Rattio:
Ra 1 per 4 Troops
BrikWars:
BrikWars: Standard Combatants 92
I figured
figured that if I said it enough, I would convince
con vince the world that I really was the greatest.
greatest.
–Muhammad Ali
–Muhammad
For special
specialists, the abil
abiliities that set them apart from com
common
mon grunts are explic itly delineated.
delineated. But some troops
set them selves apart, not because of specific special
spe cial abili
abilities, but just by being heroic and able to do amaz ing
things in general.
Heroes, as these super-soldiers
super-soldiers are called, have the unusual ability
abil ity to perform
perform Stupen
Stupendous
dous Feats. There
are all kinds of Stupen
Stupendous
dous Feats; these are only a few examples:
examples:
· Attack
Attacking
ing a second time (no automatic
auto matic hits)
· Moving a second time
· Grab
Grabbing
bing hold of a passing
passing vehicle
· Punch
Punching
ing a hole through a wall
· Climb
Climbing
ing a sheer sur face
· Deci
Decipher
phering
ing the controls of an alien spacecraft
spacecraft
· Moving an impossi
sibly
bly large object, such as a building
build ing or mountain
· Leap
Leaping
ing a great distance
dis tance
· Per
Perform
forming
ing field surgery
surgery
· Seduc
Seducing
ing a female of another species
spe cies
· Repairing a vehicle with string and bub
bubble
ble gum
· Throw
Throwing
ing an object over a vast dis
distance
tance
· Inspir
Inspiring
ing Civilians
Civilians to band together for large-scale futile gestures
ges tures
· Etcet
Etcetera
era
It would be impossi
impossible to list all the possi
pos sible Stu
Stupen
pendous
dous Feats a Hero might possi
possibly
bly attempt, but player
groups should be sure to establish
establish early exactly how Stupen
Stupendous
dous their Stupen
Stupendous
dous Feats can be. Depending
Depending on
the person
personal alities
ities of the play ers involved, Stu
Stupen
pendous
dous Feats can be extremely silly, stupid,
stu pid, or bizarre, and the
best combine
combine all three quali
qualities. On the other hand, Stupen
Stupendous
dous Feats can be strictly limited
lim ited to dreary realism
realism
or disal
disallowed
lowed entirely. In a very serious game, Heroes might have the abilities of a Green Beret, a CIA Assassin, Assassin,
or an Airborne
Airborne Ranger. More commonly,
commonly, Stupen
Stupendous
dous Feats are limited
limited to what might be seen in a typi
typical action
movie, giving
giving Heroes the abili
abilities of Rambo, James Bond, Jackie Chan, Conan the Barbar barian,
ian, or Xena, Warrior
Warrior
Princess.
Prin cess. But there’s noth ing stopping
stop ping players from set setting
ting the limit even higher, giving
giving Heroes the abili
abilities of
Superman,
Super man, or Zeus, or God. As in all areas of BrikWars, you are not obligated to pay any attention to such petty
constraints
con straints as good taste and common
com mon sense if they will keepk eep you from doing something funny like having
hav ing your
Hero smash a vehi cle by throwthrowing
ing a build ing at it or picking
p icking up a road baseplate and turning it upside-down.
In order for a Hero to perform a Stu Stupen
pendous
dous Feat, the player declares exactly what kind of Feat his Hero
is trying
trying to accomplish, and then rolls 1d6. If his opponent
oppo nent wants his attempt to fail (and he usually
usually will), then
he also rolls 1d6. If the player attempting
attempt ing the Feat rolls equal to or higher than his opponent,
oppo nent, then the Feat suc-
ceeds. Other
Other wise,
wise, the Feat fails, and the Hero suf suffers
fers whatever fate would normally befall someone who
attempted such a thing. Sometimes the fail failure
ure will have no partic
ticu
ular conse
consequences,
quences, but in general
general the Hero
should suf fer some neg
negaative effect, and if the attempted Feat was especially
especially Stupen
Stupendous
dous then the conse
consequences
quences
of failure
failure should accordingly
accordingly be Stupenpendously
dously Bad. There are no rules dic tat
tating
ing the exact results of failure
fail ure in
any situation, but it is helpful
help ful to start by imagin
ining
ing what would happen to Homer Simpson if he had made the
same attempt.
BrikWars:
BrikWars: Standard Combatants 93
Some extra-Heroic units can per form more than one Stu Stupen
pendous
dous Feat per turn. While
W hile such a Hero can -
not use a second
second Feat to try and undo a first Stupen
Stu pendous
dous Failure,
Failure, he can use the second
sec ond Feat to avoid or miti
mit i-
gate the conse
consequences
quences of that fail ure. Succes
Suc cessive
sive failures
failures will of course lead to compounded
compounded consequences.
A Hero can only attempt a certain
certain number of Stupen pendous addi tional +3
dous Feats per round. A Hero costs an additional
CP for each Stupen
Stupendous
dous Feat avail able to him. Only units whose
w hose abilities are already outstand
standing
ing can gain the
ability to per
perform
form Stupen
Stupendous
dous Feats, so most Heroes have high statis
statistics
tics from a bunch of Perfor
formance
mance
Improvements.
8.3.1 Ninjas
In every Trooper training
training class, there is one kid with an impene
impen etra
trable
ble air of Classi
Clas sifi
fica
cation:
tion: Ninja or
mystery.
mys tery. He doesn’t
doesn’t partic
particiipate in class dis cussions, and no one
o ne can tell what SpecialOp
he’s think ing. These kids mystify
mys tify their teach ers, and so the thought
thoughtful
ful educa
educa-- Covert
Co vert Oper
Operaative and Assas
Assassin
sin
tors kick them out of school and send them to study under the local Ancient
Move: 10"
ZenMaster. Invariably, it turns out that these kids are just near
nearsighted,
sighted, but by
the time anyone
anyone finds this out it is too late and they are well on their way to Arm
Armor: TL + 1d6-2 AV
(+2d6 CC)
becoming Ninjas.
Ninjas are mys
myste
teri
rious
ous men and women who spend their lives training training Skill: 3d6 +2
in secretSab
ations. gym nasiums,
otage perfect
per fecting
and assassi
assas ing
sina their
nation
tion areskills
the in close com
Ninja’s bat and
pri mary
primary oper-- Cost:
covert When
focuses. oper TL + 16 CP
Speccialty:
Spe Hand Weapons Only
defending
defend ing against Close Combat
Combat attacks and thrown weapons,weap ons, a Ninja has an Stealth
almost impene
impenetra ble defense, giving him an additional +2d6 AV. A Ninja is
trable Spider
Spider Gymnastix
also filled with Spe cial Chambara Power, allowing allow ing him one Stupen
Stupendous
dous Feat Ra Rattio: 1 per 7 Troops
per turn, such as are frequently
frequently seen in no-budget kung-fu movies.
A Ninja wears normal
nor mal Armor, but instead of a helmet,helmet, he has either a
NinjaHood, a topknot
topknot (made out of a one-dot switch piece), or a coni conical hat (made from the smallest
small est radar dish
piece). They often carry a grenade
grenade or time bomb in addition
addi tion to a melee weapon. Ninjas
Ninjas pre fer not
no t to drive vehi -
cles, but if they find them selves in con control
trol of one they’ll often set it on a collision course with an enemy base
and jump out at the last moment. If a vehicle carry carrying
ing Nin jas is destroyed, they all jump out in the nick of time,
taking
tak ing no damage.
BrikWars:
BrikWars: Standard Combatants 94
fortunately
by a Scout, but fortu nately most Scouts have an extremely
ex tremely short life expectancy when within tagging range of a
Ninja.
When a Ninja sneaks up on an enemy minifig from behind (except another Ninja), his first attack always
hits, and does +2 extra damage.
damage. Ninjas can
cannot
not sneak up on other Ninjas.
Nin jas.
8.3.2 Heroes
8.3.3 Champions
even beyond
manages
man ages their
to live already-super
already-superhu
through human
a hundred
hundred man levels.
battles
battles If by
or so, somehave
he will comgained
bina
nation
tion
theofpower,
planning,
skill,tal
talent,
ent,prestige
and andtige
pres dumb luck he
he needs to
be called a Champion.
Champion. Tales of the great Champi
Championsons circu
circulate through
throughout
out the Civililiza
zations,
tions, often making them
legends
legends within their own lifetimes.
BrikWars:
BrikWars: Standard Combatants 95
Nor
Normal
mal Troopers
Troopers and Heroes are so blood thirsty and vicious
v icious they’ve Classi
Clas sifi
fica
cation:
tion: Champion
Champion or
Commander
Com mander
been known to attack themselves
themselves out of sheer battle frenzy, and Champi
Cham pions
ons
Elite Elite Dispos
Disposable
able Infan
Infantry
try
follow in this grand tradi dition
tion of adrenaline-induced moronitude. However,
However,
when they pull
p ull the trig
trigger
ger in such a situation, their natural combi
combinanation
tion of Move: 10"
catlike
catlike reflexes and dumb luck causes them to miss themselves and hit the
fuel line of the cloaked DeathSloop sneaking making it spin Ar
sneaking up behind them, making Armmor: TL + 1d10-3 AV
off and destroy the nearby enemy base in a glori glo rious crash-land
crash-landing,
ing, igniting a Skill: 1d10 +2
forest
for est fire that consumes
consumes three divisions
divisions of the enemy expedi
expeditionary
tionary force Cost: TL + 21 CP
waiting in ambush on the other side of the hill.
Speccialty:
Spe 3 Stupen
pendous
dous Feat
As a Hero is to nornormal
mal Troopers,
Troopers, so is a Champion
Champion among Heroes.
The most impor tant advantage of the Champion over the mere Hero, Ra
important Rattio: 1 per Player
beyond some enhanced statis statistics, is the fact that Champi
Cham pions have *three*
Stupendous
pendous Feats *per turn.* Now that’s something
some thing to write home about!
Champi
Cham pions
ons are repre
represented
sented by minifigs with visored helmets, fancy Armor, braided epau lets, capes,
sashes, cloaks, and any other accessory
accessory they can drape over their Hercu
Her culean
lean phy siques. They should be dressed
in the most gar ishly extrava
extrav agant suit that players
players can slap together, with all the flame decals and racingrac ing stripes.
Champi
Cham pions
ons are very vain, and you want to be able to tell them apart. Champi Cham pions
ons usually
usually have a thick and
badly-parodied
odied accent when they talk, and action-movie-hero per p erson
sonal
alities.
ities. Players
Players should know the name and
person
personality
ality of every Champion
Cham pion they field, if not every Hero.
8.4 Civilians
Sadly, not every minifig in the BrikWars uni u niverse is cut out for service in the army of a major Civi
Civililiza
zation.
Whether due to phys physiical, psycho
psycholog
logiical, or philosoph
philosophiical weakness,
weakness, many unfortu
unfortunate
nate indi vidu
viduals are denied
the opportu tunity
nity to take part in their Civililiza
zations’
tions’ campaigns
campaigns of mass destruc tion. Even so, this unhappy major -
ity still has its purpose
purpose to serve. Without
Without the teeming
teeming Civilian
Civilian hordes, who would build the war machines? Who,
like rutting
rutting ver min, would breed the next gener gen eraation of Troopers? How would the milimil itary finance its opera-
tions, without a large audience for their wars on pay-per-view?
pay-per-v iew?
For many Troopers,
Troopers, the blood, gore, and agony they cause among their enemies ene mies is only half the fun. To
them, piles of steaming
steaming enemy corpses are only appe tiz tizers
ers in antici
anticipa
pation
tion of the main course of terror, disfig
dis fig-
urement,
ure ment, and lifelong
lifelong psycho
cholog
logiical trauma that they can bring into being by stag staging
ing battles
battles in the midst of
innocent
inno cent and unsuspect
unsuspecting ing Civilian
Civilian populations.
Civilians
Civilians come in all styles and flavors, and there are any number num ber of ways to handle them. The Civilians
may or may not be allied with one side or another ano ther in a given bat tle. Players may decide that they have to be
bought with Construc
Construction
tion Points, or they might be supplied
sup plied along with the scenery.
scenery. They can be controlled
con trolled by
one player or another,
ano ther, or con trol can be divided among or even shared by several sev eral players.
players. Civilians will almost
never have any serious
seri ous effect on the outcome
out come of a battle
battle (unless one of the Champi
Cham pionsons refuses to fight until he
gets some dough nuts, in which case his Civi Civ ililiza
zation
tion had better hope one of the local Civilians is a PastryChef).
Civilians
Civilians exist only to add a little light-hearted fun and casual casual casu alties, so there’s no need to stress out over
how their ini tial placement
place ment and control are hanhandled.
dled. Just go with whatever
whatever your playing style suggests.
Before the game begins, play ers should briefly dis discuss
cuss whether or not there will be Civilians
Civil ians in the game,
whether or not they will have Civil Civilian
ian Buildings
Buildings and Civilian
Civilian Vehicles
Vehicles and Civilian MailMailBoxes
Boxes and Civilian
Civilian
FireHydrants and so forth, where and how many of these things are going to be scattered around on the battle bat tle-
field, and who’s going to take care of movingmov ing them around. One simple sim ple way to handle it is to only force
fo rce each
army to pay for and con trol whatever
what ever Civilian
Civilian Special
cialists
ists happen
happen to be working directly for the military force,
BrikWars:
BrikWars: Standard Combatants 96
Civilians free as scen ery. At the end of each round, after all play
and to place all other Civilians players
ers have moved their mili
mili-
tary units and Civilian
Civilian Special
cialists
ists during
during their respective
respective turns, there is a Civilian
Civil ian Turn during
during which the players
players
assume control
control of roughly equal portions
por tions of the remaining
remaining Civilians
Civilians and direct them in their everyday mun dane
tasks. This can slow the game down a bit, but the Civilian Turn can serve as a useful useful break to relax, step out to
hit the refriger
eraator or bathroom,
bathroom, and explore
exp lore the complex emotional
emo tional melo drama of the soap-opera
soap-op era lives of
common Civilian minifigs.
Civilians
Civilians may occasion
sionally
ally form small armies of armed rabble,rab ble, if the mili
mil itary units get them riled up
enough. It can sometimes
sometimes be fun to play out battles
bat tles in which one or more armies has a large Civil ian compo
compo--
nent, just to watch the Civilians
Civilians get blasted in a futile attempt to fight against vastly superior forces. Civilians
may sometimes
sometimes receive unexpected
unexpected assistance
assistance from unaffil
filiiated Troop
Troopers
ers with whom they have shared pizza or
nachos.
Even if the
the voices aren’t real, they
they have some
some awfully good ideas.
–Unknown
Every now and then an honesthonest and hard working group of o f sol diers will be Classi
Classifi fica
cation:
tion: Abnor
Abnormal
mal Person
Person
innocently
inno cently doing battle
battle in an urban area, mowing
mowing down stray Normal Peo- Auton
Autono o mous Nutcase Tar
Target
get Dummy
ple as usual, when suddenly some Psychotik will do some s omething
thing totally
unexpected like blow up a bridge, plow through a bri brigade monster Move:
gade in his monster 4"
truck, or acti vate
vate a whole pile of MkIII Lasers he’s secretly installed all Ar Arm
mor: TL + 1d6-4 AV
over the exterior
exterior of his house. The most typi
typ ical Abnormal People
Peo ple have the Skill: 1d6
stats listed above, but crazier
crazier types can be assigned other point values
depending
depend ing on exactly how Abnormal they are. In tem peraament, most Cost:
temper TL - 1 CP (Min 1)
Abnormal
Abnor mal People
People are either Mad Bombers, Para noid Arms Stock Stockpil
pilers, or Spe
Speccialty: None
Suicidal
Suicidal Maniaks. In appearance,
appearance, they invariably come in one
on e of three Rattio:
Ra 1 per 10 Normal People
People
BrikWars:
BrikWars: Standard Combatants 97
their battle
battlefield,
field, and who feel an unusual personal duty to defend their Ar Armmor: TL + 1d6-3 AV
commu
com munity.
nity. In more modern
mod ern commu
communi nities,
ties, these will be policemen
policemen and Skill: 1d6
guardsmen.
guards men. In more primi
prim itive soci et
eties,
ies, these will be the hunters and war-war -
Cost: TL CP (Min 1)
riors. It
I t will often
o ften be appropriate, especially
espe cially in more primitive societ eties,
ies, to
give the Bellig
Belligerent
erent People
People one or more copies copies of the Shock Troop Spe Speccialty: None
Specialty (8.1.1: The Trooper). Rattio:
Ra None (Troop)
Bellig
Bel ligerent Peo
People
ple may be groups of Smuggling
Smuggling People
People defending
defending
their hideouts
hideouts
be a bunch with Impact
of Islander Pisthrow
Pistols
People tols and
ingjury-rigged
spears, or aMkI Lasers,
group or they may
of BlackBelt People from the local Brikido dojo, or a
People
castle
castle full of Aristo
Aristocratic
cratic Peo ple with fenc
fencing
ing swords poking
poking your Troopers in their armored bottoms, and so
forth. Unlike an Abnormal
Abnormal Person, their pri primary
mary goal is to keep their commu
com munities
nities safe, rather than to kill as
many Troopers
Troopers as they can. As long as Troopers
Troopers respect the local laws and citizenry, the local Bel lig
liger
erent
ent Peo-
Peo-
ple will leave them alone. On the other hand, Bellig
Bel liger
erent
ent People
People are pretty weak, so it’s no big deal if the troops
want to take a few squads in and shoot up the town.
9
Alternate Species
pre
presented
sented
custom in this chapter,
Species. chapter, but more importantly,
importantly, rules are also pro vided allowing
allow ing players
players to create their own
distin
distinguish
guishing
ing charac
character
teris
istics.
tics. Armor:
Armor: +1CP per +2 AV -1CP per -1 AV
BrikWars:
Brik Wars: Alternate Species 99
farther and jump higher, but offer an eas ier tar get area for enemy attacks. Smaller creatures can hide eas ily and
sneak into tight spaces, but much of the world remains out of their reach.
What can affect a Species’ CP cost is whether it has any body parts that grant
gr ant it special
special abili
abilities. A Body
Part’s cost is determined
determined by its length in inches and its Usage Cate
Category (Fine Manipula lator,
tor, Coarse Manipu
Manipula lator,
tor,
Non-Manipu
Non-Manip ula
lator,
tor, and No Use). Whether a body part plays a part in the Species’
Spe cies’ means of locomo
locomotiontion is
ignored, since Movement
Movement is bought separately with out taking body parts into account.
A Species
Species may have any or all of the follow
fol lowing
ing items or their equiva
equivalents at no cost:
No Use (Free)
Cat tails, dragon wings, ant antennae, fish fins, snail eye stalks
No Use body parts are prehen
pre hensile
sile and may in fact be quite useful for pur
purposes
poses of locomo
locomotion,
tion, balance,
balance, or sen-
sory percep
ception,
tion, but are not sturdy enough to shove objects or be used in attacks.
Except for “No Use” parts, any body part may be used to strike objects or enemies.
ene mies. By default, this attack
has a UR of 2 and does (Power x 1d6) Stun Damage. For +1CP, a body part can be con verted from Stun to
normal
normal Dam age, which is i s more appropriate for parts with teeth oro r claws. Creatures
Crea tures attack ing with their own
limbs can typically only make one attack per turn, regardless
regardless of how many dan gergerous
ous body parts they have.
Body parts that are specially
specially designed to be used as weapons
weap ons (such as a scorpion’s tail oro r a sword
swordfish’s
fish’s
nose) can be enhanced with the Custom
Cus tomized
ized Equipment
Equipment modi
modifi
fiers
ers (2.5: Creat
Creating
ing New Weapons
Weapons and Equip-
ment). If there is a weapon or equip ment item that closely approxi
approx imates the func tion of the body part, you can
save time by simply
simply paying
paying the point cost of that weapon or equipment item.
Powerful
Powerful crea tures with long limbs can often strike multi
mul tiple
ple opponents
opponents in a single swing. See 3.4.1:
Overkill.
Overkill.
BrikWars:
Brik Wars: Alternate Species 100
off of sion
Vehitype
Vehicle
cle stats will in
already (No Ground Propul
Propulssion) (-5CP)
propul
pro pul factored
factored to theirhave
cost,their
but
humanoids
human oids with extra pro pul sion types must Wall Crawling
pulsion Crawling +2CP
movement
move ment is completely ran random.
dom. Random
Random Flight (Min. 5" Speed per Turn to Stay Aloft) +1CP per +2"
movement
move ment costs half as much as the same Hover flight +1CP per +1"
type of regu
regular move ment, and the direc direction
tion
of motion is determined by a 1d6 1 d6 roll on the Space Creatures
Creatures
Ker-Stagger!
Ker-Stag ger! Table.
No Need for Air or Life Support
Support +1CP
Stagger
Stag gering
ing direction
direction is rela relative to the
direction
direc tion the unit is facing,
fac ing, and stagger
staggering
ing
movement
move ment takes place prior to normal normal
movement.
move ment. A unit does not staggerstagger if it is at rest. The Ker-Stagger!
Ker-Stagger! Table
Table
basic cogni
nitive
tive ability
ability to follow orders,
o rders, act inde
independ
pend-- 4 Dead left or dead right (enemy’s choice)
ently, and keep focused on sim ple tasks, they are con con-- 5 45° front and left or 45 ° front and right (enemy’s
(enemy’s
sidered
sid ered Smart and their behavior
behavior and CP costs are choice)
unaffected. 6 Forward
An indi vidual
vidual animal’s
animal’s Intelli
Intelligence
gence may vary
wildly from the Intel liligence
gence level typi
typical of its Species;
Species;
its CP cost should be adjusted upwards or o r down wards to reflect this.
Even if a Species
Species is capable
capable of standard
standard minifig intelli
intelligence,
gence, they may be subject sub ject to lapses of judgement
judge ment
and periodic
periodic idiocy.
idiocy. If so, indi vid
viduuals of that Spe cies are given a Stupid
Stu pidity
ity Rating,
Rating, and they must make a Stupid-
ity Roll at the beginning
beginning of every turn and consult the Idiot Ker-Duh! Table. To keep Stupid Stupidityity Rolls from
Brik
BrikWars:
Wars: Alternate Species 101
Aniimal Intel
An Intelli
ligence
gence Chart
Tame
-4 CP A Tamebyani
tacked anone)
imal or
actsasthe same as a Wild an
food. aniimal, except
except that it does not perceive
per ceive minifigs as threats (unless
(un less at-
at-
Examples:
amples: Sheep, cows, pigs, chickens, cats
Loyal A Loyal an
a nimal can follow
follow the simple or ders of any friendly minifig within 5", includ
in cluding
ing orders
orders that carry the ani
ani-
-2 CP mal great distances
distances from its master.
mas ter. If sepa
separated and without
without fresh orders,
orders, the ani
animal seeks out its master
mas ter or
the nearest
nearest friendly minifigs. If all friendly minifigs have been killed, the ani
an imal de fends the bod
bodies.
ies.
Exam
Ex amples:
ples: Dogs, falcons,
falcons, con jured or summoned
summoned beasts
Sentient
Sentient A Sentient
Sentient ani
animal is as smart as any Trooper (which is not as impres
impressive
sive as it sounds). Depend
Depending
ing on its ana
an a-
0 CP tomiical limi
tom limita
tations,
tions, it may be able to use tools, give orders
orders to less intel
in telliligent
gent ani
animals, or even speak.
Exam
Examples:
ples: Dragons,
Dragons, magik famil
familiars,
iars, parrots
parrots
Idiot
Idiot Ker-Duh Ta ble
Stupidity
Stupidity
Roll Effect
Critical The unit may make actions
actions as intel
intelliligent
gent as those of any Trooper during
during the turn, although
although possi
possibly
bly for stupid
stupid reasons.
reasons.
Success
Success
BrikWars:
Brik Wars: Alternate Species 102
Reg
Reguular Sentient
Sentient units are assumed to have a Stu-
Stu- Sample
Sample Stupid
Stupidity
ity Ratings
Ratings
pidity
pidity Rating
Rating of 5; that is to say, without
with out even rolling
rolling
they always achieve a ‘behaves normal’ result on this Stu
‘be haves as normal’ Stup
pid# CP Cost Exam
ample
ple Units
chart. If a Species’ Stupid
pidity
ity Rating
Rating is converted to 5 0 CP Regular Troopers,
Troopers, Civil
Civilians
ians
lowered, their cost is decreased by -1CP for 1d6
dice and lowered, -1 CP Drunken Troopers, Hippies
Hippies
every point below 5 in the Stupid
Stupidity
ity Rating.
1d6-1 -2 CP Orcs, High School Football Players
Players
9.2 Animals
I loathe peo ple
ple who keep
keep dogs. They are cowards
cowards who haven’t
haven’t got the guts to bite peo ple themselves.
themselves.
–August Strindberg
The most basic and com mon type of ani mal is the Horse, and so the Horse is used as the example
example to demon
demon--
strate the develop
opment
ment of an animal Species. A horse has four 1" legs, a tail, and a mouth; there are few enough
limbs that they are all pro vided free of charge.
charge.
We start with
with the Base Species
Species Stats for animals:
ani mals:
BrikWars:
Brik Wars: Alternate Species 103
Horses
Further special
Further specialized
ized
breeds of Horses can be Type CP Move" Pwr Skill IQ Armor Special
created
cre ated in the same Horse 10 10" Norm 3 1d6 Trained 1d10+1 None
manner.
man ner.
DraftHorse 10 8" Norm 4 1d6-2 Trained 2d6 None
Livestock
Live stock and herd
animals
animals have been RidiingHorse
Rid 10 15" Norm 2 1d6 Loyal 1d10 None
included (and used as WarHorse 15 12" Norm 3 1d6+2 Smart 2d6+2 None
projec
pro jectiles)
tiles) in more than
one BrikWars game, but Kicks with the front or back legs does (Power x 1d6) Stun Dam age. Bites do 1d6 Dam age. Both attacks
at tacks have a UR of 2.
as there are not yet any
livestock
cies. POOPs, their stats are not listed here. On the other hand, there are several
Species.
Spe several types of available
available ‘pet’
Wild animals
animals never kill for sport. Man is the only one to whom the torture
tor ture and death of his fellow
fel low creatures
creatures is amusing
amusing in itself.
–Froude
Wild animals
animals usually
usually avoid large battles
battles and typi
typically only become involved if the battle
battle threat ens their lair or
or
their off spring, or if they
are captured,
captured, starved, Pets
and released in the mid-mid-
dle of a battle
tlefield. Cap- Type
field. Cap- CP Move" Pwr Skill IQ Armor Special
Puppy 2 6" Norm 1 1d6 Loyal 1d6 None
tured
hid den animals
hidden aniunder
mals can be
secret Bite:UR:2 RNG:CC DMG:1d6
trapdoors or launched
Kitty 1 8" Norm 0 1d6+2 Tame 1d6-1 Gymnast
from catacatapults (either
situ
sit uation can be danger
danger- Bite/Scratch: UR:2 RNG:CC DMG:1d6-2
ous for the animal, Bunny 4 5" Norm 1 1d6 Smart 1d6+1 Gymnast
depending
depend ing on who lands
(Baa
(Baalv
lvil
ille
le)) 2 Hand
Hands,
s, Use
Usess Mini
Minifi
figg Weap
Weapons
ons Up to TL2
on what).
Monk
Mon key 5 4" Norm 1 1d6+1 Smart 1d6 Gymnast
WalCrawl
Parrrot
Par 1 2" Norm 0 1d6 Sentient 1d6-2 Talks
Horrify
Horri fying
ing monsters
monsters are 12" Fly
a pleasant
pleasant addition
addition to Bite/Scratch: UR:2 RNG:CC DMG:1d6-4
any field of battle.
battle. Most Falccon
Fal 8 3" Norm 1 1d6+2 Smart 1d6-1 None
monsters
mon sters can be pur- pur-
15" Fly
chased as intelli
intelligent
minions of one side or
minions Bite/Claw: UR:2 RNG:CC DMG:1d6
BrikWars:
Brik Wars: Alternate Species 104
sure or location,
location, or they Bite: UR:2 RNG:CC DMG:1d6 Poison
Poi son
might just attack every-
every-
Spid
Spider 1 2" Norm 0 1d6-1 Wild 1d6-3 WalCrawl
thing in sight.
Bite: UR:2 RNG:CC DMG:1d6 Poison
Scorp
Scorpion 1 2" Norm 0 1d6 Wild 1d6-2 None
9.3.1 Monster
Specialties Sting: UR:2 RNG:CC DMG:1d6 Poison
Poi son
Hence it is neces
necessary
sary to a Beasts
prince, if he wants to
maintain
main tain his position,
position, to Type CP Move" Pwr Skill IQ Armor Special
learn to be able to be
evil, and to use or not Croco
Crocodile 7 6" Norm 1 1d6 Wild 1d6+3 None
6" Swim
use this ability
ability according
according
to necessity.
necessity. –Niccolo Croc Chomp: UR:2 RNG:CC DMG:1d6+3
Pollar Bear
Po 6 8" Norm 2 1d6 Wild 1d6+3 None
Machiavelli,
The Prince Maul: UR:2 RNG:CC DMG:2d6
BrikWars:
Brik Wars: Alternate Species 105
exceeds the creature’s Armor Value does not kill k ill the crea
creature
ture but No legs: 1" per Arm
instead knocks off one body part (limb, torso, or head). Multi Mul tiple
ple No legslegs or arms
arms:: 1 Dot,
Dot, Pull
Pulling Self
Self by
by Teeth
Teeth
body parts can get knocked off by a single
sin gle attack if it does many
Just a head: 0"
times the creature’s AV in damage.
When body parts are sep sepaarated, they are still ‘alive’ unless
destroyed separately (each has an AV equal to the origioriginal unit’s AV). Limbs will crawl back towards the torso
(or any nearby limbless torso of the correct
cor rect Species)
Species) at 1" per turn. If a head
headless
less torso has limbs to move with, it
will move towards the nearest
nearest amputated
amputated head at half speed. A sin gle modu
mod ular crea ture may reat reattach
tach one body
part per turn instead of attacking.
BrikWars:
Brik Wars: Alternate Species 106
of the(If
orig
origi
youinalplan
unit.to use Repli
Rep licat
cating
ing crea tures in a battle,
bat tle, be sure to bring a supply
sup ply of extra figures
figures to repre
represent
sent
their increasing numbers if nec necesessary.)
sary.)
If the radiance
radiance of a thousand
thousand suns were to burst at once into the sky that would be like the splendor
splendor of the Mighty One... I am
become Death, the Shatterer of Worlds.
Oppenheimer, quoting The Bhagavad Gita, Alamogordo,
–J. Robert Oppenheimer, Gita, Alamogordo, New Mexico,Mexico, 1945
No figures
figures are more hated in the BrikWars uni verse verse than JawJaw and Classi
Classifi
fica
cation:
tion: JawJaw
Dimmy. Through out every age of history, in every mysti mys tical
cal dimension
dimension and Mother Nature’s
Nature’s Waste Disposal
Disposal
every corner
corner ofo f the galaxy, these vil
villains
lains erupt in virulent hordes to destroy
the very underpin
underpinnings
nings of civi
civilization.
zation. In filthy swamps, caves, cesspools,
cess pools, Move: 5"
as acrimonious. Cost: 2 CP
The true ori origin
gin and nature of JawJaw’s Dungan species is a mystery, mys tery, Speccialty:
Spe Evil
but it seems to be at least partially
partially directed by some kind of collec col lective
tive hive Attacked
Attacked on Sight
mind. Rumors abound of a complexcomplex heirarchy of Dungan subspe subspecies, includ
includ-- Replilica
Rep cation
tion
ing a mysteteri
rious
ous Dungan Undermind, but these have never been confirmed. Atttacks:
At Bite UR
UR:2 Rn
Rng:CC
Dungans are especially
especially attracted to the refuse of o f civilization,
zation, and typically
Dmg: (2 Poison) + 1d6
breed in sewers
sewers and garbage
garbage dumps. Their favorite
favorite foods
fo ods are garbage, rotting
corpses, and sewage,
sewage, although they can eat liter
literally
ally anything
anything with no ill effect. Classi
Clas sifi
fica
cation:
tion: Dimmy
JawJaw worworship
shippers
pers view the Dungan race as the physi physical embodiment
embodiment of Society’s
Soci ety’s Lowest
Lowest Common
Common
Nature’s cycle of death and rebirth, destruction and recreation, and chaos Denom
Denomiina
nator
tor
and order.
Move: (4" stagger) + 2"
JawJaws dress in filthy, slimy rags and matted fur pelts. Two huge, lep- lep-
rous ears drape over their backs; glowing orbs squint maliciously
maliciously from their Arm
Armor: 3
bulbous
bul bous eyestalks, and rotting
rotting sewage drips from their crocodilian maws. Skill: 1d6-1
Their breath alone is enough to kill the most hard hardened
ened Trooper, and any
Power: 2
chunk of flesh that gets chopped off can grow into a whole new Dungan.
Their only weaknesses are their abysmal
abys mal Stupid
Stupidity and bizarre lanlanguage
guage (fea-
(fea- TL 0 (CaveMan)
turing
turing “words” like ‘meesa’ and ‘big bombad’), which seems expressly Cost: 4 CP
designed to force any intelliintelligent spe
species
cies they encounter to react with
Speccialty:
Spe Evil
homicidal rage. Attacked
Attacked on Sight
In any developed
developed civililiza
zation,
tion, there are power
powerful
ful forces with names like Conta
Con tagious
gious Bite
‘Market
‘Mar keting,’
ing,’ ‘Polit
‘Politiical Correct
Correctness,’
ness,’ ‘Mass Culture,’
Culture,’ ‘Insti
‘Institu
tution
tional
alized
ized Reli-
Reli- Atttacks:
At Bite UR
UR:2 Rn
Rng:CC
gion,’ and ‘Public EduEducacation’
tion’ that advance their interests
interests by engender dering
ing
confor
con formity,
mity, igno rance, and sloth while claiming
claim ing to do the exact opposite.
oppo site. Dmg: 1d6 Dimmy Poison
BrikWars:
Brik Wars: Alternate Species 107
devo
devolu
lution in which minifigs lose all indi vidu
viduality
ality and conform
conform to every lowest
lowest common denomdenomiinanator.
tor. At first,
they become simple Timmies (8.2.4: Slaves), out-of-shape slobs in base baseball
ball caps and gaudy T-shirts who stare
wide-eyed and fasci cinated
nated through hours of profes fessional
sional wrestling,
wrestling, televan
vangel
gelism,
ism, and junior college
college courses. If
Juniorization is left unchecked, the Timmies eventu tually
ally experi
experience
ence total loss of brain function and become
horrifying flesh-eating Dimmy zombies.
Slack-jawed, hol low-eyed, and unwashed, Dimmies stag stagger
ger drunkenly
drunkenly around in the tattered
tattered rags of their
baseball
base ball caps and T-shirts, munching
munching on whatever
whatever minifigs they come across. Any minifig receiving receiving a Dimmy
bite is infected with Dimmy poison
poi son and may become a Dimmy themself. Dimmies are semi-intelli semi-intel ligent and
capable
capa ble of building
building simple
simple structures
structures and vehicles,
vehicles, although they will always settlesettle for the easi
easiest and most
half-assed design solution,
solution, using the smallest
smallest num ber of parts. Dimmies are irresistably attracted to POOPs P OOPs
(especially
(espe cially BURPs) and will collect
collect them in great worthless hoards.
Dimmy worship
worshippers
pers see in Dimmy the ulti mate role model for Bud Buddhist
dhist self-negation and Confucianist
social harmony.
harmony. As inappro propri
priate
ate as this may seem to any thinking
think ing person,
person, Dimmyists are philosoph
philosophiically
opposed to question
questioning
ing proposisitions,
tions, and especially
especially to searching
searching for correct solu tions where rough guesses will
do.
An indi vidual
vidual Zombie’s big biggest
gest dream is to stagger
stagger into a back water town, Skill: 1d6-1
bite a bunch of hillbil
hill billies
lies and start to raise a Zombie
Zom bie army. By munching
munching the deni
deni- Power: 1
zens of progres
gressively
sively larger and larger towns, Zombies
Zom bies hope to one day achieve
TL Any
the numbers
numbers neces
necessary
sary to be recog
recognized
nized as a sover
sovereign
eign Zom bie nation, and end
their perse
persecution
cution and misun
misunder
derstand
standing
ing by the living
living minifigs with the tasty, tasty Cost: 6 CP
other
oth er wise
wise cause no ill effects. If a Zombie
Zom bie is set on fire or doused with acid, its
flesh will eventu
tually
ally burn off, and the Zombie
Zom bie will become a Skeleton. Classifi
Classifica
cation:
tion: Skele
Skeleton
Unhindered
Unhin dered by the Zombie’s
Zombie’s hundred
hundred pounds of dead flesh, a Skele Skeleton is Meat Support
Support Structure
Structure
much quicker and nimbler.
nimbler. Although no longer
longer able to deliver Zombifying bites,
Move: 6"
the Skele
Skeleton has the nifty ability to reas
reassem
semble
ble itself from spare Skele
Skeleton parts
when it gets smashed to bits. Arm
Armor: 1
A Ghost is a mys teteri
rious
ous and dreary indi vid
vidual;
ual; its glory days are far behind but it Skill: 1d6 + 1
isn’t quite ready to leave. A Ghost can
cannot
not make any kind of attack, although it can
Power: 1
carry small objects, deliver messages,
mes sages, create
create spooky sounds, and cause all kinds of
mischief.
mis chief. A Ghost spends most of its time in an intangible state, allow allowing
ing it to TL Any
travel through floors and walls and render
rendering it immune to any physiphys ical attack; Cost: 9 CP
however, the Ghost must solidify
however, solidify to speak or carry objects, during
during which time it is Speccialty:
Spe Evil
extremely vulner
vulneraable. Rumors of Ghosts hav ing the ability to turn invisinvisiible are No Flesh
incorrect,
incorrect, although a Ghost can fake invisi
invis ibil
bility
ity by quickly floating
floating behind a wall Modu
Mod ular
incorrect, although a Ghost can fake invisi
incorrect, invis ibil
bility
ity by quickly floating
floating behind a wall
or descending into the floor.
BrikWars:
Brik Wars: Alternate Species 108
intan gible
It is rumored that two Ghosts in an intangi ble state may do battle
battle with one Classifi
Classifica
cation:
tion: Ghost
Misplaced
Mis placed Soul
another, armed and as danger
dan gerous
ous to one another as they were when they were liv -
ing minifigs.
Move: 4"
Arm
Armor: 2
find themselves
themselves with the unexpected abil ity to breathe large half-digested vol vol--
umes of beer and livestock.
Dragons
Drag ons are wickedly
wickedly intelli
intelligent and most place no value in chiv chivalry,
alry, Classi
Clas sifi
fica
cation:
tion: Dragon
sportsmanship,
manship, or fair play. They are happy to confuse, frustrate, and Low-Tek Flamethrower
Flamethrower
demoralize
alize oppo nents with dirty tricks and cheap shots, and if pos possi
sible will
Move: 5"
never place themselves in dan danger
ger at all. Because of their wiliwiliness and ability
ability 10" Flying
to fly, Drag ons would be very hardh ard to pin
pi n down if not for their one weak -
Arm
Ar mor: 1d10+2
ness: treasure. Drag
Dragons
ons defend their treasure
treasure hoards to the death, and can
sometimes be lured into the most obvious
obvi ous traps by suffi
sufficiently
ciently large piles of Skill: 1d6
gold. A Dragon on the wing is as elu sive as the wind, but if you can Power: 2
threaten his hoard then he’ll have to come to you.
TL Any
Cost: 20 CP
9.4 Humanoids Speccialty:
Spe Evil (Sometimes)
BrikWars:
Brik Wars: Alternate Species 109
against orcs, trolls, and giants. With few excep tions, mem bers of these races can take any Spe cialty available
available to
regular
ular minifigs, and can be integrated
integrated into any TekLevel or genre (space Orcs in starfighters, dark age
Klingons at the Bat tle of Hastings, industrial
indus trial age Fairies
Fairies in the land ing craft on D-Day, medi eval Vorlons taking
up the defense of Minas Tirith, and so forth).
On paper, designing a new humanoid
human oid Species
Species is as simple
simple as choosing a Spe
Specialty
cialty or a stat modi
mod ifier or two
to apply to all members of the race. It’s rare for a humanoid
humanoid race to diverge wildly from the basic Human stan-
dard, and members of those races tend to show up only in ones and twos in a much larger group of less unusual
troops. The real trick to making
making new humanoids
humanoids is in try ing to build them out of PBBs in such a way w ay that they
can be easily
easily distin
distinguished
guished from regu
regular Humans. It may therefore
therefore be easier
easier for a player to design his new Spe -
cies based on the minifig pieces he has available
avail able in large quanti
quantities, rather than pick a spe
species
cies from a movie or
book and then scramble
scramble for the pieces he would need in order to build appropriappro priate
ate minifigs in the necessary
numbers.
quick scatter
scattering
ing of fantasy
fantasy races as Very Tall Elf Lords Skill +1d6, Move +4" (+4 CP CP)
examples of new humanoid
hu manoid Species. (2-Brik boots)
Most fan tasy races are little
lit tle more V.V.Tall Wing
Wi nged
ed Men
Men Two
Tw o 2" wi
wing
ngs,
s, Fli
Fligh
ghtt +8"
+8" (+4C
(+4CP)
P)
than standard
standard Humans of a differ different
ent (2b boots,1b waist)
size, which is unfortu
unfortunate
nate since regular
minifigs all have identi
identical
cal dimensions.
dimensions.
Rather than try to build fig ures from scratch out of other PBBs, players players can add or replace PBBs below a
minifig’s waist to quickly make a shorter or taller minifig. A ‘short’ minifig gets his legs replaced with two 1 ´ 1
cylin
cyl inders,
ders, and possi bly two 1 ´ 1 plates for shoes. A ‘tall’ minifig keeps his legs and has two 1 ´ 1 Brik boots
possibly
attached to the bottom.
bottom. Very tall minifigs have boots that are two Brix high, and very very tall minifigs have a 1
´ 2 Brik inserted between the legs and torso (the arms start to look pretty short at this point). Larger human -
oids can beb e made using other minifig types (there are several available), available), or even by using non-PBB action fig-
ures. Minifig size variations do not change a unit’s cost or statis sta tistics
tics until the point where indi vidual vidual limbs are
longer than 1". (The legs of minifigs with 2-Brik boots b oots are slightly longer
lon ger than 1", but in the interest interest of expedi
expedi-
ency this can be safely ignored.)
A indi vidual
vidual of a fantasy race is bought
bou ght as a normal unit (whether a Trooper, Special Specialist, Hero, or Civil Civilian),
ian),
and then given the the one or two modi mod ifiers appro
appropri priate
ate to the race. Subspe
Sub species
cies are just as easy to create; Dark
Elves would be Elves with Sp: Evil, and Wood Elves would be Elves with Sp: Marksman Marks manship. ship.
10
Campaigning
A man can
cannot
not be too care ful
ful in the choice of his ene
enemies.
mies.
–Oscar Wilde
by curfews
lished adult and dependent
depend
BrikWars ent ondue
groups their parents
to the drinkfor
ingtrans
drinking and por
porta
tation,
tion,
debauch erythey
debauchery thatare barred
runs from
ram pant some of
between theersmore
players
play in theestab
later-
stages of the game.
If you have never played BrikWars before, there are two good ways to start. The first is to set up a small
game with one or two close friends. It’s best if you are at ease with the people peo ple you choose for opponents,
opponents, since
during
dur ing your first game it’s inev ita
table
ble that big mistakes
mistakes will be made and everyone
every one is bound to end up looking
stupid at some point. If you are already a mem member ber of a gaming
gaming group or a club of PBB enthusi
enthusiasts,
asts, you should
have no diffi
difficulty
culty finding
finding a gullible
gullible chump or two that can be suckered into a ‘quick’ game. It’s no prob lem if
your friends can’t muster
muster PBB collec
collections
tions of their own, as you can eas ily share yours; the impor tant thing is get -
ting them to show up in the first place. Hes ita tation
tion on their part can often be overcome
overcome by vague promises
promises of
punch and pie, pizza and beer, or any refreshment
refreshment combi
combinanation
tion involving doughnuts.
The sec
second
ond good way for first-time players to break into the game is to hook up with an existing
BrikWars group, whose experi experienced
enced play ers are often happy to act as guidesgu ides to newcom
comers.
ers. Unfortu
Unfortunately,
well-established groups are geograph
geo graphically
ically scat tered, and ‘of
‘often
ten happy’ does not mean ‘al ways
ways happy.’ (It’s sad
that there have been so many indi vidu
viduals who need to be reminded of this, but please remember that these are
110
BrikWars:
Brik Wars: Campaigning 111
pri vate
vate groups and, no matter how enthuenthusi siastic
astic you are about BrikWars or PBBs in gen eral, you should not
automat
auto matiically assume that they will admit you, nor should you think that they are in any way obligated to do so.)
If nei ther of the two rec
recom
ommended
mended options prove feasi feasible, the third and infe rior course is to try and
arrange a game with complete
com plete strang ers. Internet newsgroups are invaluable
invalu able in this regard, and many players
play ers
have been able to find opponents
oppo nents by making pub lic posts in their local academic
aca demic or profes
professional
sional newsgroup, or
in newsgroups specially
specially geared towards tableletop
top wargamers or PBB enthusi
enthusiasts.
asts. The newsgroups of the Lego
Users’ Group Network (http://news.lugnet.com) are partic ticu
ularly excel lent in this regard (and in many other
regards besides). There is always an element
ele ment of danger
danger involved when meeting
meeting with strangers,
strangers, so be careful
what personal
per sonal informa
information
tion you give out in any public
public or private exchange. Remem
Remember ber that not only your life
but quite possi
possibly a good chunk of your PBB collec
col lection
tion may be at risk; muti la
lations
tions and murders
murders are small trage
trage-
dies compared
compared with the potential theft of so many valuable bricks.
bricks,
to this and
probiflem
problem resources start to the
is to increase dwinsize
dwindle
dle of
then thecom peti
pe
brick tition
tion
col for raw
lection
lection tomaterial
mate rial can
around the become
combinedfierce. Theofbest
weight thesolution
solu tion
players
play ers
involved. While that is clearly the most practi tical
cal method, there are three alternate
alternate options. First, a quick way
can be found to divide the remain ing bricks into an appropri appro priate
ate number
number of piles, each player then choosing
one; diplomacy
diplomacy and exchanges must be set up in order to obtain pieces from for eign piles. Second, Sec ond, simi
similar to
the system
system described in the Lim ited Point Bud Budget
geting Optional Rule (1.3: The Trooper), play players
ers may take turns
picking
pick ing minifigs, tools, and other
o ther basic pieces from the bricks that remain. The third and best method is to set-
tle all arguments
arguments by a judi cious application of pro-wrestling moves.
Players
Play ers that engage in a series of house games will find themselvesthemselves play ing the same opponents
oppo nents over and
over again; this can be both a weakness and a strength. Diplomacy, Diplo macy, which is not a major factor in most
BrikWars games, will become more and more important as a his history
tory develops
develops between players. Over a contincon tinu u-
ing progres
gression
sion of games, the person
personalaliities and relation
relationships
ships of their armies will develop and solidify,
solid ify, and
memo
mem ora
rable
ble heroes, charac acters,
ters, and unit styles will recur and evolve. Treacher
Treacheriesies and debts of grati
gratitude between
Civili
iliza
zations,
tions, oaths kept and forsworn
forsworn between rivals, every act of nobility nobil ity and every dirty trick will lin
linger
ger in the
memo
mem ories of minifigs for several
several battles
battles to come, and may even develop into a kind of virtual world history.
On the other hand, diplo
diplomatic rela
relations
tions between a limited
lim ited number
number of players
players can quickly stagnate
stagnate and it is
best to bring in new blood as often as pos si
sible,
ble, either by inviting
inviting friends to the house to join games or by going
with housemates to games hosted elsewhere. This can have hidden dan dangers
gers - because BrikWars tends to
encourage
encour age the develop
development
ment of house styles and house rules, the play ing styles of dif differ
ferent
ent groups can be so
BrikWars:
Brik Wars: Campaigning 112
dis
dissim
simiilar as to seem almost like differ
different
ent games entirely, and smaller differ
dif ferences
ences that are over looked at first
can later suddenly flare up as points of bitter conten
con tention.
tion. When visit
visiting
ing in a foreign
foreign group, or host ing a vis
visiitor
in your own group,
gro up, be flexible and pre pared to deal with friction in unforeseen areas.
be
andrelied
then on even
make to RSVP.
sure The
the infor host
mation
ma will
tion is there
therefore
avail fore
able to have
everyto
onemake
whospecific
spe cific decisions
intends deci sions
to par ticiiabout
partic the basic
ing game
pate, including
includ guestsrules,
who
may arrive unexpectpectedly
edly and at the last min ute. This infor
informa
mation
tion should be included in the game announce -
ment, or the game announcement
announcement should include a note letting letting inter ested par ties know where they can find this
information,
mation, usually
usually via a web site, phone number, or e-mail address.
Information
mation that needs to be made avail able by the host includes:
The time and date of the game, including times for setup, game com commence
mencement,
ment, cleanup, and at what
time linger
gerers
ers will be uncer emo
moniniously
ously booted out and the doors locked behind them.
The location of and direc
directions
tions to the gam ing venue, whether that be the host’s home or some public pub lic or
rented space.
Any special
special rules or restrictions
restrictions on the type or behavior
behavior of the play ers invited. This is most often seen in
the form of age requirements where alco alcohol
hol will be consumed,
consumed, but require ments can also be handed down by
the venue in use–for example,
exam ple, many public spaces pro prohibit
hibit smoking
smoking or firearms, and may be sub subject
ject to noise
limits
lim its or behavior and dress codes.
The style of battle being staged,
staged, especially concern
concerning
ing the setting,
setting, TL and CP limits, and any other special
special
limiita
lim tations,
tions, requirements, and custom rules in effect. This can be supported with a nar narra
rative
tive or backstory
explaining the cultural and polit
politiical moti vations from which the conflict arose.
Which ser vices
vices and resources will be pro vided by b y the host, which will be
b e pro vided by
b y the guests, and
which may or may not be provided but any gener generos
osity
ity from the guests would be appreci
appre ciated.
ated. Examples
Examples include
BrikWars:
Brik Wars: Campaigning 113
trans
transpor
portatation,
tion, venue fees, refresh ments, meals, spare troops for guests with out PBBs of their own, BrikWars
expertise
exper tise and printed rulebooks, dice, and even chairs and tables. It’s common
com mon to ask guests to bring build
buildings
ings
and other items of PBB scenery
scen ery to help build up a con vincing backdrop
backdrop for the game.
makes quick
everything decrees
runs in unusual
smoothly sit uthe
and that ations not
players
play covered
covered
ers enjoy themin selves,
the rulebook. Themem
and other GM’s priof
primary
bers mary
the job
hostising
hosting to team
makeplace
sure
themselves
them selves at the GM’s disposal
dis posal in order to quickly deal with small or large crises as they arise.
A second optional role is that
that of the RA or Rules Rules Assistant.
Assistant. This position
position is filled by an experi
expe rienced
enced indi-
vidual
vid ual who is familiar
famil iar with the ins and outs of the ruleboook and has a copy with w ith him either in printed form or
on a laptop.
laptop. A GM who wishes to remain true to the rulebook can call on the RA at any time for quick refer ref er-
ence on obscure rules. However, depending
depend ing on the priorpri oriities of the host ing group,
g roup, it may be better to eliminate
the RA’s position,
position, and when the GM is unsure of any rule he can just make a quick best guess and thereby
avoid any pause in gameplay.
PAs or Produc
Production Assis
Assistants
tants are subject
subject to the whim of the GM and can be used for any menial or
degrading
degrad ing task. PAs can be sent to bark game announcements,
announce ments, gather refreshments,
refreshments, set up and take down
tables and games, restrain rowdy and bel b ellig
liger
erent
ent guests, and put out small fires.
fi res. Expe rienced PAs can be asked
to help coach insecure
insecure guest players
players or to take the places of playersplay ers who are forced to leave unexpect
unex pectedly.
edly. Even
if the conven
vention
tion venue provides its own security, it is critical that at least one or two burly and sharp-eyed PAs
are keep ing an eye on the bricks and mak ing sure they don’t acciden acci dentally
tally make their way into guests’ pockets.
BrikWars:
Brik Wars: Campaigning 114
It takes some time and prob ably sev eral games before the playing
play ing styles of groups and indi viduals really start to
crys tallize.
tallize. Gaming
Gaming style has less to do with whether a group prefers
prefers combatmeks over magik spells, and more
with which aspects of gameplay they value and the type
type of overall
overall experi
rience
ence they look for. Some of these con-
sider
sid erations
ations are discussed
discussed briefly here.
BrikWars differs
differs in a number
number of
o f ways from other superfi ficially
cially simi
similar games, and players
players new to BrikWars
come equipped with expecta
expectations
tions and ideas about the way the game should be that in many cases simply
simply don’t
apply. Most of their miscon
misconcep
ceptions
tions burn off in the first round or two of the bat tle. Here are a few common
common
examples:
BrikWars:
Brik Wars: Campaigning 115
BrikWars:
Brik Wars: Campaigning 116
A fan of platform
platform combat
combat will prefer
prefer wide-open spaces and varied
varied environ
environments
ments - high ways, lakes, rivers,
rivers,
deserts, and plains give buildings
buildings and vehicles
vehicles room to breathe and allow the great est freedom
free dom for Siege
Weapon fire. Chap
Chapter
ter Eight: Standard
Standard Combat
Combatants
ants can be ignored almost entirely, with Troopers
Troopers and Pilots
being the only meaningful unit dis distinc
tinctions
tions (although Mechanix and Technix may also have a part to play).
Dimmy Kombat (1.4: Basic Combat)
Combat) and Quick and Dirty Armament (2.1: WeapW eapons
ons and Equipment)
Equipment) are good
ways to cut down on minifig-related overhead.
over head. The Robotic Vehicles
Vehicles and Nanofleet Battles
Battles Supple
Supplements
ments are
fine recom
recommen
menda
dations
tions for any vehicle supremacist.
BrikWars battles
battles have ranged from tightly-knit sce nar narios
ios involving
involving fewer than a dozen troops, to epic cam-
paigns involving sev several
eral hun dred minifigs. This vari
variaation in scale can dramat
dramatiically change the dynamdynamicsics of the
game.
In a very small battle,
battle, each minifig and unit is criti
critical. Their stats, abili
abilities, and personalaliities can be heavily
customized,
tomized, even to the point that the game bordersbor ders on role-playing.
role-playing. The more detailed and complex complex Optional
Rules can be brought into play, since playersplay ers will have much more time and energy to devote to indi vid vidual
units. Uncon ven
ventional
tional tactics,
tactics, even ones for which rules must be invented on the spot, become quite feasible.
In a very large battle,
battle, in which great multi titudes
tudes of units are involved, unifor formity
mity is criti
critical if the game is to
move for ward at any pace. If a column of infan infantry
try is fielded, they must be identi
identical
cal troops with identi
identical
cal abili-
ties and identi
identical
cal weapons;
weapons; if a squadron
squad ron of vehicles
vehicles is pur chased, they should be in all ways the same. Keep the
number
num ber of indi vid
viduals and unique units to a bare miniminimum - a general or Hero or two, noth n othinging more. All Plat-
forms should be given Heads-Up Displays Dis plays and use the Statis
Sta tistic
tic Ker-Pow! Table to calcu culate
late damage
damage (5.3.2:
Gener
Gen eral
alized
ized Damage).
Damage). Identi
Identical
cal minifig troops should be arranged in large Squads (see the Optional Rule
below), allowing
allowing large groups to move and attack as one unit. Any distin distinguish
guishing
ing effect short of death that
would destroy the homogene neity
ity of a minifig’s Squad (Stun Damage, poison, poi son, wounds, etc.) should be ignored
completely.
com pletely. Minifig abili
abilities that are indi vidual
vidual in nature, espe cially Stupen
Stu pendous
dous Feats, should also be avoided.
Large groups of individualistically-oriented
individualistically-oriented minifigs should have their stats downgradeddowngraded (e.g., an army of
Ninjas could instead use the stats of Amazons).
BrikWars:
Brik Wars: Campaigning 117
Eric [Joslin]
[Joslin] is trying
trying to devise a way to incor porate
porate troop goals into the game - that is, have objectives
objectives (hidden
(hidden disks? secret docu
docu-
ments? women’s lin ge gerie?)
rie?) hidden
hidden in the building,
building, so that annihi
annihilat
lating
ing the enemy is grand and all, but you still have to pro tect
some of your vulner
vulneraable troops so they can search for the items. And wear them, and model them for their comrades.
com rades.
BrikWars:
Brik Wars: Campaigning 118
10.3.7 Speed
A good solution
solution applied with vigor now is better than a per fect
fect solution
solution applied ten minutes
minutes later.
–George S. Patton
10.3.8 Referees
The wicked leader is he whom the peo ple despise. The good leader
leader is he whom the peo ple
ple revere. The great leader
leader is he of whom the
peo ple
ple say, ‘We did it ourselves.’
ourselves.’
–Lao-Tzu
BrikWars:
Brik Wars: Campaigning 119
hidden
hidden treasures.
treasures. A referee
referee can even take such a control
controlling role that the game becomes almost like a role-play -
ing game, taking
taking the part of charac
char acters
ters in the scenario and giv ing each of them distinct
dis tinct person
personal
aliities as they
interact with the play
players’
ers’ units, and important
important informa
information
tion which they may or may not choose to reveal.
In BrikWars games with only two players, diplo macy has hardly any func function
tion beyond the occasional
occasional arms-con-
trol agreement. With larger num numbers
bers of players, espe cially over the course of sev several
eral games, diplomacy can
become a pivotal factor.
Some players
players pre fer to play a straight
straightfor
for ward
ward game in which, once the alli alliances
ances and enmities
enmities have been
decided, they are invioinviola
lable
ble for the duration of the game (though not nec neces
essarily
sarily between games). There is great
pleasure
plea sure to be taken in a good clean game, in which all play ers are true to their words; this is in keeping keep ing with the
general
gen eral open and hon est spirit of BrikWars in gen general.
eral. On the other hand, some players find a much greater g reater
depth and richness
richness in a game or series of games in which alliances alli ances can shift and treacher eries
ies can be sprung by
surprise.
sur prise. Players
Players should be sure to make clear which of these two types of games is being played, because a mis -
understand
derstanding on this issue can ruin r uin a game for unsuspecting players.
As a series of games progresses,
progresses, players’
players’ unique senses of taste and design will come through throug h in the shape
of their forces. As their indi vidual
vidual styles sta bilize,
bilize, they start to imagine
imagine the Civililiza
zations
tions from which their armies
spring, and the ideals,
ideals, attitudes,
attitudes, and important
important charac
characters
ters of those Civililiza
zations.
tions. Once this starts to hap pen,
diplomacy within the game become less and less about direct relations between the play players
ers and more and more
about imagined rela relations
tions between the Civilizations
zations and the charac acters
ters on the field. A single player might have
multi
mul tiple
ple Civi
Civililiza
zations
tions with differ
different
ent tacti
tactical
cal strate
strategies, and several
several charac
characters
ters in each; as a history
history of interac
interaction
tion
with other CivCiviililiza
zations
tions and charac acters
ters builds, each will begin to develop its own person personality
ality and opinions,
opinions,
sometimes in wildly opposite
oppo site directions.
directions. All this role-playing
role-playing non sense is purely left to the discre cretion
tion and imagi
imagi-
nations
na tions of the players involved, unimpeded by any rules or limitations.
The End