|Following the Gray Shift, the quick and dirty tactics of the nefarious Nega-BlokTrix in the successful Poop Invasion in BR 2,003 made her the patron saint of QuikWars.
For players without the time, energy, or attention
span to take advantage of the full scope of the BrikWars rulebook,
we offer this low-calorie substitute. QuikWars is not compatible with
the BrikWars system, but is offered as an introductory alternative. Corresponding chapters in the full BrikWars rules system are shown in the sidebar for each section.
Q.1: Overview of Play
|"A good plan violently executed now is better than a perfect plan executed next week."
|- George S. Patton
QuikWars is a skirmish wargame in which players with construction-brick
armies send them onto a construction-brick battlefield to engage in
vicious construction-brick combat. Players set up their battlefield
and armies however they like. Players may choose
to field similar armies in coordinated colors, but mismatched mishmash armies work just as well. As long as minifigs
get brutally and hilariously slaughtered, everybody goes home happy.
After rolling dice to determine the order of play, players take turns orchestrating
manuevers and assaults until only one army is left standing.
On each player's turn, each of his or her units can move any distance up to its Move rating, and pick up or drop any objects it comes across (assuming it has hands free to do so). Before, during, or after its movement, the unit has the option to either make one Attack or build any bricks it's carrying into new or existing constructions.
In QuikWars, all dice are standard six-sided cube-shaped dice. Any time a player rolls dice, any die that comes up
'6' means they can add another die to the roll, increasing the sum.
If that die also comes up '6,' they can add another die on top of that,
repeating the process for as long as they keep getting sixes.
In QuikWars, all minifigs (miniature figures, or "little
people") have the same attributes.
The Move stat describes how far a unit can move during
a single Movement Phase - in this case, five inches. The minifig can
run across five inches of level ground, climb five inches' worth of
stairs or ladders, or leap over five inches of chasm. The only limitations
to the 5" rule are these: a minifig can't jump higher than 1"
in a single jump, and can never swim more than 2" in a single Movement
Phase (it may still use the remaining 3" for regular movement
on land before or after swimming).
Minifigs may pick up or drop any number of objects within reach during
a Movement Phase. Lifted objects cannot be larger than a standard
2x4 brick unless multiple minifigs are working in cooperation.
The Armor stat tells how much damage a minifig can absorb in
a single attack. When a minifig takes damage, if the damage is 4 points or less, the minifig
lives. If the minifig takes 5 or more points of Damage in a single or combined attack, it dies - knock the minifig over and, if appropriate,
detach a couple of its body parts.
Each QuikWars army should have one specially-decorated minifig to be its Hero.
Heroes have the same stats as regular minifigs, but they get two attacks
and they may attempt one Stupendous Feat each turn.
Stupendous Feats are all the stunts that action-movie heroes are able
to pull off that could never happen in real life - lifting up cars,
running up walls, catching arrows in flight, dodging thousands of
bullets, reviving a fallen comrade, seducing impossible numbers of
minifigs of whichever gender, etc. If Xena, Jet Li, James Bond, Jackie Chan, or Arnold
Schwarzenegger can do it, then the Hero is free to try.
To attempt a Stupendous Feat, a player declares the Feat his Hero
is attempting to accomplish, and then rolls a Stupendous die. One
of the opposing players rolls an opposing die to prevent the Feat from succeeding.
If the Hero's Stupendous roll is equal to or higher than the opposing roll,
then the Feat succeeds. If the opposing roll is higher, then the Feat
fails, and the Hero suffers whatever effects would logically result
from failing such an attempt. It's up to the players to decide on
the most appropriate consequences for failure. In general, the more
Stupendous the Feat attempted, the worse the consequences if it fails;
and in all cases, the sillier the better.
Each Minifig may attack with one of its Weapons during its Attack
Phase, and use it to do the Weapon's Damage to a single target
within the Weapon's Range. If the Damage is higher than the
target's Armor, then the target is destroyed. If several Minifigs
are in position to attack the same target, they may all combine their
attacks together, adding all their Damage into a single massive roll.
There is no unarmed combat in QuikWars. A Minifig without a weapon
must use its bare hands to pick one up.
A Minifig with a Hand Weapon (e.g. a sword, axe, spear, etc.) may
attack any unit or object that it can touch with the weapon, doing
2 dice of Damage.
A Minifig with a Ranged Weapon (e.g. a bow, pistol, laser rifle, etc.)
may attack any unit or object within 10", as long as the Minifig
has a clear line of sight to some part of the target, however small.
The attack does 1 die of Damage.
A Minifig gains an additional +1 die of Armor for wearing a piece of Body Armor.
A Minifig holding a Shield takes only 1 die of Damage from enemy Hand Weapons, rather than 2.
A Minifig may carry around loose bricks in one or both hands for whatever
reason. In desperate situations, it can swing or hurl the brick
at an enemy for 1 die of Damage. A Minifig can also attach loose bricks within reach to any appropriate
surface, in order to build fortifications or repair vehicles or whatever other purpose.
This counts as the Minifig's one attack for the turn.
A Siege Weapon is any weapon large enough that it must be mounted
on a vehicle, on a building, or on the ground in order to fire. A
Minifig may attack with a Siege Weapon if it's standing next to the
appropriate controls. A Siege Weapon must be able to point directly
at its target, and may only be fired once in a single Player's turn.
More powerful Super Siege Weapons are possible, but require more Minifigs
to operate them. For each additional +1 die of damage and +5"
of range, the Super Siege Weapon requires one additional Minifig with
access to an appropriate set of controls for the weapon.
Vehicles constructed out of several bricks are counted as Constructions,
described in the next section. Vehicles made from one piece, such
as horses, motorcycles, or alligators, are called Steeds.
If a mounted Minifig is killed or abandons its Steed, then any Minifig
from any team may hop onto the abandoned Steed and ride off.
built out of multiple bricks counts as a Construction, whether
it's a base, a vehicle, a wall, or part of the landscaping. All Constructions
are handled in the same way.
In order to damage a Construction, players focus attacks on one of
its component bricks. If an attack's Damage exceeds the number of
studs connecting the brick to the main model, then the brick is separated
from the model and knocked off in whichever direction seems appropriate.
If the Damage is especially massive, you may keep separating more
bricks until the Damage is used up.
Constructions can be easily repaired or rebuilt by simply directing
a Minifig to pick up a brick and re-attach it. Attaching a brick counts
as the Minifig's one attack for that turn.
If a Construction has weapons, propulsion systems, or other devices,
it will have to have Controls for the Minifigs to operate them.
Controls must be represented by a steering wheel, a computer console,
levers and buttons, or some other appropriate element.
Any Controls stuck onto a Construction instantly gain access to all
of the Construction's weapons and devices. If more than one player
has control of a Construction, they may each do whatever they want
with the Construction and its devices during their own turn.
A Construction can be made into a Vehicle with the simple addition
of one or more Propulsion Units. A Propulsion Unit is only
useful when the Vehicle is on or in the appropriate terrain for that
Vehicles can carry one Minifig and move 5" per turn for each
Propulsion Unit in use, up to a maximum of 15" per turn. If additional
Minifigs climb aboard, the Vehicle is overloaded and must stop (or
land, if it's flying).
Vehicles are not as maneuverable as Minifigs and Steeds. A Vehicle may turn at any angle at the beginning of its Movement Phase.
It may then travel any distance up to its maximum Movement for the
turn, but it must move in a straight line. If a Vehicle's pilot is
killed or if its controls are destroyed while in motion, the Vehicle
continues moving in the same direction at the same speed every turn
until control can be restored.
When a Vehicle crashes into an object, both the Vehicle and the object
take 1 die of damage for each Propulsion Unit the Vehicle is using
at the time.
Victory occurs when all opposing units have been wiped out and humiliated.
What did you expect?