Back:
Title Page
CONTENTS
INTRODUCTION
CORE RULES
MOC COMBAT
HEROIC ESCAPADES
Next:
The BrikPocalypse
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Table of Contents
Introduction
The BrikPocalypse
3 The Deadly Spaceman
2 The Poop Invasion
1 The Heroes' Glory
0 The Four HorseMen of Ragnablok
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The BrikWars Universe
A Magikal Wonderland
Brik, Not Brick
A Tradition of Gratuitous Everything
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Legal Disclaimer
Unauthorizations and Unsanctionednesses
Images
Conceptual Progenitors
Copyrights and Trademarks
Contact Info
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Special Tanks
Book One
Core Rules
CHAPTER ONE
Gameplay
1.1 Overview
Elements of Play
Setup
Taking Turns
Victory
1.2 Numbers
Inches
Dice
1.3 Proper Observance of Rules
The Rule of Fudge
What I Say Goes
Everyone's the Boss of Their Own Toys
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CHAPTER TWO
The Mighty Minifig
2.1 Minifig Attributes
Action:
Move:
5"
Armor:
4
2.2 Minifig Armies
Preemptive Attack
Minifig Budgeting
The Military Draft
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CHAPTER THREE
Minifig Weapons
3.1 Close Combat Weapons
Hand Weapons
Heavy Weapons
Two-Handed Weapons
3.2 Ranged Weapons
Short-Ranged Weapons
Long-Ranged Weapons
Explosives
3.3 Bodily Protection
Shields
Body Armor
3.4 Desperate Measures
Bare Hands
Minifig Tools
Random Objects
Thrown Objects
CHAPTER FOUR
The Player Turn
4.1 Movement
Impaired Movement
Sprinting
4.2 Action
Use Ratings
Over the Top Action
Long Actions
4.3 Enemy Response
Cone of Vision
Who Acts First
Bailing
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CHAPTER FIVE
Combat
5.1 Making Attacks
Checking Range
Action and Damage Rolls
Action Modifiers
5.2 Close Combat
Close Combat Engagement
The Angry Inch
Active Maneuvers
Parrying
5.3 Ranged Combat
Missed Shots
5.4 Charge!
Momentum
Charging Weapons
Minifig Collisions
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CHAPTER SIX
Minifig Heroes
6.1 The Hero
6.2 The Ego
Crankiness
RedShirts
6.3 Heroic Feats
The Action-Hero Cliché
Action-Hero Feats
6.4 Heroic Duels
6.5 Heroic Deaths
6.6 Heroic Artifakts
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CHAPTER H
The Horse
H.1 Horse Abilities
Action:
Move:
10"
Armor:
4
H.2 Riding a Horse
Measuring By Hands
The Rider
H.3 Fighting From Horseback
Horse Combat
Collisions and Trampling
Jousting
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Book Two
MOC Combat
The Spirits of the Game
The Kanon
The Farce
The Enemy
The Ossum
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MOC Combat
MC.1 Making MOCkeries
Design Overview
Default Attributes
Size Enhancements
MC.2 Fancy Dice
The Incompetent
The Basic
The Specialist
The Heroic
The SuperNatural
The NonPossible
MC.3 The Benny
Instant Bennies
MC.4 Unit Inches
Army Value
The Balance of Power
MC.5 Endgames
Mob Rule
Escalation
Fighting a Losing Battle
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CHAPTER SEVEN
Structures
7.1 Structure
Size
Armor
7.2 Taking Damage
Size Damage
Component Damage
More Something Bad
Special Damage
7.3 Field Construction
The Mechanik
Field Constructions
Patch Repairs
Disassembly
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CHAPTER EIGHT
Weaponry
8.1 Weapon Size
Power Limits
8.2 Basic Weapons
Close Combat Weapons
Ranged Weapons
8.3 Automatic Weapons
Firing Arcs
BlastGuns
MachineGuns and Reloading
FlameThrowers
8.4 Heavy Explosives
Heavy Explosions
Cannons
Payload Launchers
8.5 Manning Guns
Firing Weapons
The Gunner
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CHAPTER NINE
Vehicles
9.1 Propulsion
Propulsion Types
Move Inches
Propulsion Damage
9.2 Maneuvering
Standard Maneuvering
Advanced Maneuvering
Jumps
9.3 Thrust
The Finger
Thrusters
9.4 Piloting
The Pilot
9.5 Collisions
Momentum
Crashes and Knockback
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CHAPTER TEN
Creatures
10.1 Minds
Action Dice
Abilities
Half Minds
10.2 The Medik
The Medik
10.3 Dangerous Beasts
Vermin
Animals
10.4 Monsters
Corrupted Minifigs
Figures of Unusual Size
Monstrosities
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CHAPTER SQ
Squad Combat
SQ.1: The Squad Plate
SQ.2: The Officer
SQ.3: Taking Damage
SQ.4: Close Combat Engagement
Levels of Engagement
Squad Maneuvers
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CHAPTER F
Field Hazards
F.1 Hazard Dice
Smoke
Exposure Damage
Fire
Difficult Terrain
Concealed Hazards
Energy Shields
F.2 Traps
F.3 The Scout
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Book Three
Heroic Escapades
CHAPTER ELEVEN
Heroic Escapades
11.1: The Heroes
The Rise of Heroes
Heroic Irresponsibility
11.2: The Budget
Unit Value
11.3: The Army
Army Development
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CHAPTER TWELVE
Fabulous Loot
12.1: The Loot
Loot Appraisal
Loot Categories
12.2: The Loot Stronghold
Fortifications
Field Hazards
The Garrison
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CHAPTER THIRTEEN
Staging Battle
13.1: Attackers, Defenders, and Meddlers
Picking Sides
13.2: Deploying Forces
The Commander
13.3: Victory and Defeat
Determining Victory
Embracing Defeat
13.4: The Final Battle
Final Deployment
Final Loot
The Last Stand
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CHAPTER S
Minifig Specialists
S.1 Specialist Roles
CAPITALISM
S.2 Civilians
The Civilian
The Professional
S.3 Infantry
The Minifig
The Worker
The Cannon Fodder
The Skirmisher
The Scout
The Phalanx
The Marksman
The Sniper
The Heavy
S.4 Operators
The Rider
The Pilot
The Gunner
S.5 Support
The Tek
The Mechanik
The Engineer
The Medik
The Cybernetik
S.6 Elite Units
The Commando
The Hero
S.7 Command Units
The Officer
The Leader
The Commander
The Great Leader
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CHAPTER D
The Dice
D.1 Dice and Diemons
Summoned Diemons
D.2 SuperNatural Powers
The SuperNatural Cliché
SuperNatural Talismans
D.3 SuperNatural Effects
Rolling SuperNatural Dice
Physikal Manifestation
D.4 SuperNatural Aspects
Range
Movement
Damage
Armor
Action
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Back:
Title Page
CONTENTS
INTRODUCTION
CORE RULES
MOC COMBAT
HEROIC ESCAPADES
Next:
The BrikPocalypse