players feel that the Armor system is unrealistic, and want
to use a system of HitPoints instead. To those players
we say, phooey on you! Trying to keep track of the HitPoints
of dozens of different minifigs and vehicles (not to mention
buildings, trees, wildlife, rocks, etc.) is a ridiculous endeavor,
and if you're that hung up on realism you shouldn't be playing
BrikWars in the first place.
some players who try to run BrikWars role-playing adventures
may prefer to keep track of the most important Characters'
hitpoints while handling NPCs' Armor in the standard fashion.
If so, this is how you do it.
Character for whom you will be keeping track of HitPoints
should be placed on a stand. Behind the Character, on
the stand, build a stack of red Pips equal to three times
the number of points in the Character's Armor rating.
If there are dice in the Character's AV, you will need to
convert them to points first (0.3.3:
Some Notes About Points and Pips). If
the Character is struck by an attack, remove one red Pip for
every point of Damage it takes, and scatter the Pips around
the Character as if they were blood.
a Character's HitPoints have been reduced to half their original
number, it is Stunned (3.3.6:
Getting Stunned). If its HitPoints have
been reduced to precisely zero, it is Unconscious. If
it takes enough damage to reduce its HitPoints below zero,
it is Extremely Unfortunate. ("Dead," that
is.) If a Medik spends an entire turn treating a wounded
Character, he can heal 1d10 HitPoints per turn.
an enemy unit attempts to Stun the Character, he must only
do enough Stun Damage to reduce the Character's HitPoints
to the halfway mark. If he is successful, the Character's
HitPoints are reduced to the halfway mark and any excess Stun
Damage has no effect. If the Stun Damage is not enough
to reduce the Character's HitPoints to the halfway mark, then
the Character's HitPoints are not reduced at all.
a player feels that one of the units belonging to another
player is too heavily armored to kill in a single turn, he
may demand that that unit be made a Character and its AV be
converted to HitPoints. He may make this demand even
in the middle of a battle.
if you are playing a game with no Characters, you may decide
to use HitPoints if a single unit (usually some kind of monster)
has such a high Armor Rating that it would be impossible for
a player to do enough damage in a single turn to destroy it.
In this case you may choose to use Monster HitPoints.
For Monster HitPoints, each red Pip counts as 10 HitPoints,
and an attacker must do a full 10 damage to remove each Monster
HitPoint. Attacks that do less than 10 damage bounce harmlessly
off the monster's armor. If an attacker could not possibly
do 10 damage, a Critical Success on the Damage Roll also allows
him to remove one Monster HitPoint.
Rule: Monster HitPoints
"Skill" rating determines how strong and skilled
a unit is. A unit must make a Skill Roll whenever he
fires a weapon or attempts certain actions (covered in later
chapters). In this case, the Trooper rolls 1d6.
final rating, "Cost," refers to the point cost to
purchase one Trooper. Like Armor, the CP cost of a Trooper
increases with each TekLevel. This is not because more
advanced societies place more value in the life of a single
minifig, because frankly, they don't. The increased
cost is due to the additional training that is required in
order to handle weapons and equipment of greater and greater
cost of one Trooper does not include the cost of his weapons
and equipment, which are covered in Chapter
Two: The Fabulous Troopers' Arsenal.
Rule: Point Budgeting
CP costs have been included for every type of troop,
vehicle, weapon, and building, depending on the item's
general usefulness in battle. You are in no way
obligated to pay any attention to any of these point
costs. There are three ways to deal with CPs:
CPs will save you crazy amounts of time and trouble, especially
as your battles get larger. Seriously, if you can
possibly avoid having to tally points, do it - it will
save you all kinds of headache. The most important
reason is that if you spend too much time thinking about
maximizing your numbers rather than thinking about building
the coolest military force, you will end up with a boring
and generic army, every time, guaranteed.
Ignore CPs Completely (recommended in most cases)
player puts together as big an army as he wants to field,
limited only by how much effort he wants to put into
constructing buildings and vehicles. If there
are only two sides in the battle, then you're probably
going to want the armies to be of nearly equal strength;
your best guess is probably good enough when you try
to even them out, no need to whip out the calculators.
If there are more than two sides, then it's perfectly
all right if no two armies are the same strength, as
long as no one army or alliance obviously has more power
than all others combined.
you are determined to field perfectly matched armies,
have every side assemble however many forces they want,
until everybody's got about the same amount of military
strength (by your best guess). Wait until this point
before you let anybody even think about CP costs (We mean
it - if somebody starts talking about their budget before
they're done building, you are required by the rules to
smack them upside the head with the handiest nearby blunt
object. If you don't have a handy blunt object nearby,
you can build one out of PBBs). Once everyone is
finished, have them each add up the total cost of their
army. Whichever total is the highest becomes the
new point limit, and the players whose totals are below
that limit can add units and equipment to their armies
until they reach the point total.
CPs as an Afterthought (second best)
some situations, such as tournaments or BrikWars parties,
players may be asked to assemble their armies at home
and then transport them to wherever the battle is being
held. In situations like this, the only way to assure
evenly matched armies is to set a specific CP limit beforehand.
Specific Pre-Set CP Limits (avoid if possible)
way to avoid wasting time on point budgeting is as follows:
put all your minifigs, animals, weapons, and equipment
in a big pile. Players then take turns picking one
item from the pile (roll dice to see who goes first).
When everyone agrees that they have as many items as they
want, toss whatever items may be left in the piles back
into the containers. Players then start building
an army out of the items they have chosen. If you
put a weapon in a minifig's hand, he becomes a Trooper;
a tool makes him a Mechanik, a suitcase makes him a Medik,
and so on. In this way, you've built almost your
entire army without spending a single point.
Players should try to pick minifigs of their team's color
if possible; if they can't, they should place them on
stands of their team's color. Once
you're done putting your main force together, you can
start paying attention to CP costs again in order to buy
buildings, vehicles, robots, and supernatural units.
Rule: Limited Point Budgeting
are two basic types of combat in BrikWars: ranged combat and
close combat. Ranged combat takes place over long distances,
using guns, missiles, rocks, decapitated heads, or whatever
else comes immediately to hand. Close combat is when things
get personal, and troopers take it upon themselves to engage
each other one-on-one with hand weapons, fists, teeth, head-butting,
elbowing, kneeing, kicking, tickling, and sitting on the enemy
for extended periods of time.
If you don't know what an NPC is, we like you
better already. You have nothing to worry about and will do
well in BrikWars and in life.