
Another peaceful day at the smithy of Oleksander. Another shipment of gear for the royal knights of Ravenrock is ready and about to depart!

Geffray the Blue: Right on schedule as always, Oleksander. You've really outdone yourself this time! Our new outpost at the Nokk canyon will be geared up in no time.
Oleksander: You can thank Bryana for that. She'd slotted a big game at the start of this month, so we never had a reason to hunt at all. I could just stay home and be focused on the work.
Geffray the Blue: Maybe you even had time to experiment with some of that magik ore you'd told me about, eh?

Oleksander: Well, you could say that...

Jox: Is that the place, Blosgaf?
Blosgaf: Aye, that drunk Ravenrock poophead guard spilled the beans, and his words were clear: Oleksander's.

Muh'jen: So what's the plan, chief?
Rugi: I say we capture the blacksmith. If he can make weapons out of the magik ore – his talents will be most useful at our camp.

Blosgaf: No, we go for that magik greataxe first, then we get the blacksmith.


*bark! bark-bark!*

Rhonda: What's wrong, boy?

Rhonda: Oh crap.

Rhonda: Geffray, we've got some unwanted guests knocking down our door!

Geffray the Blue: Oleksander! Go hide, we'll stop these idiots who dared to attack a Ravenrock smithy.

Oleksander: I'm not defenseless, sir knight.
Blosgaf: Come out Oleksander! We can do this the easy and boring way or the hard and fun way.

Oleksander: Bryana! Get your bow and arrows ready. You've got yourself some target practice.

Bryana: *sigh*

Bryana: YOU BASTARDS HAVE JUST RUINED A PERFECTLY DELICIOUS VENISON STEW!!
Blosgaf: We'll ruin so much more if you don't hand over the greataxe!

A horse wagon rolls over the smithy, Ravenrock coat of arms on its side.

Two adventurers pull over, looking as if they're chasing someone.

Goltok Thunderfist: Have you seen any raiders nearby? Two trolls and two humans?
Rhonda: Go see smithy's backdoor, why don't you? They want to get their hands on our blacksmith.

Goltok Thunderfist and Saito the Black Blade: BRING 'EM HERE, WE'LL HAVE THEIR HEADS!
Welcome to a test BrikWarRPG Forum Battle!
Hopefully, this one will move into a fully-fledged RPG campaign, but we'll have to see. A couple of things before we start:
- This is a BrikWars hack that is based on these skeltal homebrew rules.
- There are five open slots for this battle:
Goltok Thunderfist (Level 6 Reaver) – Texhnophille's wife
Saito the Black Blade (Level 6 Blademaster)
Geffray the Blue (Level 6 Knight) plus Rhonda, Oleksander, and his daughter Bryana – SirZaphod
Blosgaf (a classic BrikWars Hero with the Barbarian cliche) and his raiders – Texhnophille
The Dicer (Level 6 Assassin who is currently Hidden and therefore may or may not be brought into battle)
- Blosgaf's objective is to retrieve the magik greataxe located on the third floor of the smithy and also capture Oleksander by cuffing him.
- Everyone else's objective is to kill Blosgaf's raiders!
- For the purposes of this scenario, every minifig has at least 3 HP that they lose each time they fail an armor save. Losing all HP = DEATH.

Level 6 Reaver
- Move: 5"
- Action: d6
- Armor: 1d6
- Hit Points: 3/3
Abilities:
- Dream Catcher – Any two bricks you put together are considered Dream Catchers that you can place directly at your feet. Once placed, any enemy Creature within 8" from it always spends its Major Action last for purposes of who acts first.
- Tough Bones – When rolling your Armor against any d4 Damage, add +1d6 Instant Benny.
- Stay Back – Once per turn, roll a free SuperNatural 1d8 against POP of the enemy that moves within 4" of you with the Firing Arc of 1 and the UR of 2. This 1d8 is considered a MOM and is rolled against the enemy POP.
- Hexenhammer – When attacking an enemy that has unspent SuperNatural Dice, you may use one of these Dice to boost your own attack's Skill or Damage, as if that Die was subject to Fumbling.
- Wall Smasher – When standing adjacent to an obstacle, make an Athletiks roll to remove the rolled number of bricks from that obstacle.
- Adeptus – Once per round, you may either gain 1 Deflection against a single attack or gain 1 Armor Piercing for a single attack against the enemy.
Goltok has 3 Skill points that he can freely allocate into any of the Skills listed below:
- Athletiks – d6 (+1 point from Level 4)
- Akrobatiks – d4
- Fingersmith – d4
- Charisma – d4
- Smithing – d4
- Survival – d4
- Mechanik – d4
- Medik – d6 (+1 point from Level 4)
- Riding – d4
- Lore – d4

Level 6 Blademaster
- Move: 6"
- Action: d6
- Armor: 1d4
- Hit Points: 5/5
[*]Unable to wear Shields.
Abilities:
- Martial Artist – You can use your bare hands to strike enemy minifigs for 1d4 Stun Damage with the UR of 2. Deflection effects still apply to these attacks.
- Hit The Blade – After Parrying an incoming CC attack, automatically inflict 2 Damage back into the attacker that cannot be parried or deflected.
- To Arms! – Once per rest, at the beginning of the turn, you may increase all of your party's Melee weapon Skill and Damage rolls by +1. Lasts until the end of the battle. Does not stack.
- Sword Hermit – You can now increase the size of your Damage OR Skill die by one while wielding Heavy and Two-Handed weapons, up to a maximum of 1d12. You can only wear light armor and your Armor die can never be bigger than 1d4. You cannot Parry attacks with a Shield.
- Circle of Death – While using a Two-Handed CC weapon and unmounted, you may spend an action to execute a sweeping blow against all minifigs within 2”; Hidden units are immune to this attack. You also do not receive the Outnumbered penalties in CC.
- Trophy Hunter – For every enemy that you kill over the course of a single battle, gain +1 to your Armor rolls. Once the battle is over, that bonus is nullified.
Saito has 3 Skill points that he can freely allocate into any of the Skills listed below:
- Athletiks – d4
- Akrobatiks – d4
- Fingersmith – d4
- Charisma – d4
- Smithing – d6 (+1 point from Level 4)
- Survival – d4
- Mechanik – d4
- Medik – d4
- Riding – d4
- Lore – d6 (+1 point from Level 4)

Level 6 Knight
- Move: 6"
- Action: d6
- Armor: 1d6+2 (Light Armor)
- Hit Points: 5/5
Abilities:
- Martial Artist – You can use your bare hands to strike enemy minifigs for 1d4 Stun Damage with the UR of 2. Deflection effects still apply to these attacks.
- Hit The Blade – After Parrying an incoming CC attack, automatically inflict 2 Damage back into the attacker that cannot be parried or deflected.
- To Arms! – Once per rest, at the beginning of the turn, you may increase all of your party's Melee weapon Skill and Damage rolls by +1. Lasts until the end of the battle. Does not stack.
- Phalanx - Your Shield always counts as 1/3 cover against ranged attacks as long as the shield is facing the attacker.
- Deflector – You can now parry ranged attacks with your Shield. Additionally, the first ranged attack in a turn that hits you has its damage decreased by one die size.
- Hustler – While in Heavy Armor, gain 1 MOM for each 2" covered in a straight line up to 2 MOMs max.
Saito has 3 Skill points that he can freely allocate into any of the Skills listed below:
- Athletiks – d4
- Akrobatiks – d4
- Fingersmith – d4
- Charisma – d6 (+1 point from Level 4)
- Smithing – d4
- Survival – d4
- Mechanik – d4
- Medik – d4
- Riding – d6 (+1 point from Level 4)
- Lore – d4

Level 6 Assassin
- Move: 7"
- Action: d6
- Armor: 1d6
- Hit Points: 3/3
Items: x1 Poison Phial (+1d4 Poison Damage for equipped weapons until the end of your turn; Free Action; can be used at the beginning of your turn; does not break the Hidden status)
Abilities:
- Harassment – When using a Hand Weapon, you can engage and disengage enemies in CC without provoking a Counterattack as long as you end your movement outside of the enemy weapon's reach. You can also spend your remaining Move inches after performing a single CC strike.
- Backstab – When making a CC attack against an enemy that doesn’t have their Line of Sight on you, your damage automatically gains an Instant 1d6 Damage Benny.
- Stealthy – When moving at Half-Speed, gain 1/3 stealth cover. You may start a game with Hidden status. If at the start of your turn there are no enemies seeing you – you may spend a Free Action to become Hidden.
- MeatShirt – Once per turn, when engaged in CC and targeted by a Ranged Attack outside of Close Combat, you can respond by grabbing the engaged minifig and using an Angry Inch to hide behind it. The grabbed minifig takes all the damage. You can still receive Overkill Damage from that attack.
- Swoosh – The first half of your movement in the open makes you immune to Reaction Shots. If you move along an unbroken piece of cover, all your movement becomes immune.
- Damocles' Dagger – Hold this minifig in reserve until the end of the enemy first turn. Then, place him anywhere on the battlefield 4" or further from the nearest enemy.
The Dicer has 3 Skill points that he can freely allocate into any of the Skills listed below:
- Athletiks – d4
- Akrobatiks – d4
- Fingersmith – d4
- Charisma – d4
- Smithing – d4
- Survival – d6 (+1 point from Level 4)
- Mechanik – d4
- Medik – d4
- Riding – d4
- Lore –d6 (+1 point from Level 4)
































































































