Arkbrik's Hack

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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Arkbrik's Hack

Post by Arkbrik » Sat Aug 05, 2017 5:17 pm

I made my own hack of the BrikWars rules, with some pretty big changes from the original. The goal was to cut down on dice rolls and complicated rules, while retaining the character of special units, and keeping the potential for chaos and mayhem high. The biggest change is a simultaneous turn where all players move, then do Heroic Feats, and finally perform actions. This was done to make the game a bit more tactical.

I did a playtest here. Worked well enough, but of course there are a lot of units and weapons I haven't tested yet.

Anyway here we go.

Basics & Turn Structure
Keep It Simple, Stupid
Some of the following rules have optional, simpler replacements. These are marked with :guinness: and are probably better than the standard rules, especially if you're playing with young children, adults, or drunk people.

Units and Terrain
"Units" refer to all models that have game stats: minifigs, creatures, vehicles, and buildings.

"Terrain" includes those models that lack stats: Hills, rocks, trees, fences, ruins and so on.

All units have two stats: Move and Armor.

Move is measured in inches, and determines how far the unit can move in the Move Phase. A common minifig has a Move of 5".

Armor determines how much damage is needed to kill the unit. A unit that takes damage equal to or higher than its Armor is killed. A common minifig has an Armor of 5.

Critical Success
When rolling dice, for each die that comes up a 6, roll another die and add it to the result (unless you are rolling on a table that only goes to 6).

Critical Failure
When all the dice for a roll come up 1, the roll fails, even if the total would have been enough to succeed.

Roll Off
Sometimes, players may have to "roll off" against each other. The involved players all roll a die, and the player with the highest score wins the roll-off. Re-roll ties.

The Turn
During a turn, all players get to move and take action with their units. The turn is divided into four phases.

1. Initiative Phase
2. Move Phase
3. Hero Phase
4. Action Phase
Initiative Phase
In the Initiative Phase, the players determine the initiative order for the turn. All players roll a die. The player with the highest score takes the first spot in the initiative order, the player with the next highest score takes the second spot, and so on. Players who tie roll off to see who gets to go first among them.

The player in the last spot of the initiative order becomes the Field Master for this turn. The Field Master can control any and all non-player units (such as civilians, wild animals, unaffiliated forces etc.) as if they were his or her own.

:guinness: Instead of bothering with an initiative order, just go clockwise around the table from whoever rolled highest. The player who's last in this order becomes the Field Master.

It is quite possible that things will be set on fire at some point during the game. A unit or piece of terrain that is on fire has one or more Fire Tokens attached to it.

After the Initiative order has been determined, it is the Field Master's responsibility to make a die roll for every unit or piece of terrain that has Fire Tokens.

1: The flames go down. Remove one Fire Token from the model. Then, if any remain, it takes FD6 damage, where F is the number of Fire Tokens on it.
2-3: The fire keeps burning. The model takes FD6 damage.
4-6: The fire spreads. Place another Fire Token within 1" of any Fire Token already on the model. This can be on the same model or on another within range. A minifig or horse can never have more than one Fire Token. Then, the model takes FD6 damage. If a new model is set on fire, don't roll for it this turn.

If a piece of terrain is damaged by fire, remove one brick from it for each point of damage.

If a unit is killed by fire, or a piece of terrain is completely destroyed by it, the Fire Tokens are removed.
Move Phase
Every player gets a Move Phase, going in initiative order.

During their Move Phase, a player can move each of their units as many inches as their Move stat.

At any point during its Move Phase, a minifig can pick up or drop any weapons, equipment, or loose bricks it comes across.

If a unit within 1" of an enemy unit moves away from it (or a unit passes by within 1" of an enemy as it moves) the enemy gets to take a free Attack action against it (see Action Phase), using only Melee weapons.
Hero Phase
Every player gets a Hero Phase, going in initiative order.

During their Hero Phase, a player can attempt one Heroic Feat with one of their Heroes.

The player announces what their Hero is trying to do, and rolls a die. Another player also rolls a die. If the Hero's player roll is equal or higher, the Feats succeeds. Otherwise, the Feat fails, and the Hero suffers whatever embarrassing consequences the players can think up.

When a player announces their Heroic Feat, any one other player whose Hero has not attempted a Feat yet can attempt a Counter-Feat against it, jumping ahead in the initiative order. Both players roll off and the winner succeeds with their Feat, the loser suffering the appropriate consequences of their failed Feat. Only one Counter-Feat can be attempted against a single Feat - if several players want to attempt one, only the player who is ahead in the initiative order among them gets the chance. A Hero who attempts a Counter-Feat cannot attempt a normal Feat later in the same turn.

Inappropriate Feats
Heroic Feats are high-octane adrenaline-pumping thrills. Things that slow down the action can never be Feats. The following types of Feats are not allowed:

- Healing, repairing, or resurrection.
- Effects that force units or players to skip turns or phases.
- Effects that increase the Armor of the Hero or other units, or otherwise improve their survivability.
- Speeches of any kind.
Action Phase
Every player gets an Action Phase, going in initiative order.

Every unit can perform one action in its own Action Phase.

There are two actions that all units have: Run and Attack. Certain units, such as Mediks and Mechaniks, can get their own special actions.

Action: Run
The unit moves up to 1D6". Unlike movement in the Move Phase, this will not trigger attacks from nearby enemies.

Action: Attack
The unit attacks a single target with its weapons. The unit can use any weapons it is carrying, but no more than its hands allow. Most units have two hands, and most weapons use one or two hands. The target must be within range of all weapons that are used.

Roll the Damage for each weapon used, and compare the combined score to the target's Armor. If the damage equals or beats the Armor, the target is killed.

If a unit decides to attack with a random object, it can use no other weapons for that attack, not even a second random object.

Non-melee weapons such as pistols and bows count as random objects if the user is in melee combat (within 1" of an enemy).

Attacks can be aimed at terrain pieces. Take off one brick from terrain piece for every point of damage inflicted on it. If the terrain includes large, sturdy-looking bricks, such as big ugly rock pieces, the player may want to agree before the game that those count as more than one brick.

Cover is only a factor when attacking with ranged weapons - melee weapons ignore cover.

If an attack is aimed at a target partially concealed by another unit or terrain, the attack may hit the cover instead. Determine the target's Cover Score - a measurement of how much of it is concealed from the attacker's point of view, going from 0 (not concealed at all) to 6 (completely concealed).

For a minifig, you can use this method. A minifig consists of three body parts - head, torso, and legs. For each body part that is fully concealed, add 2 to the Cover Score. For each body part that is partially concealed, add 1 to the Cover Score.

Roll a die. If it is lower than or equal to the Cover Score, the attack hits the cover instead of the target, and inflicts damage on it. If the roll is higher, the target is hit as intended.

:guinness: Don't worry about calculating Cover Score, just roll a die. If you get 4 or more you hit the target, otherwise you hit the cover.
The Minifig, Weapons, and the Horse
Move: 5"
Armor: 5

Weapons and Armor

Code: Select all

Weapon            Range Damage Hands    Special
Hand Weapon       1"    1D6    1 hand   Melee, can be thrown 6"
Two-Handed Weapon 1"    2D6    2 hands  Melee, 3D6 damage against Creations, -1" Move
Random Object     1"    1D6    1 hand   Melee, can't use other weapons

Pistol            6"    1D6    1 hand
Rifle/Bow         10"   1D6    2 hands

Explosive         1D6"  2D6    1 hand   Explosive

Protection        Bonus        Special
Shield            +1 Armor     Takes up 1 hand
Suit Of Armor     +1 Armor     -1" Move
Explosive: An explosive is thrown and then explodes, damaging anyone caught in its area of effect. When throwing an explosive, first choose what direction to throw it in. Then roll 1D6" for its range. You must choose a point within this range in the specified direction. This is where the explosion goes off. All models within 2" are damaged by the explosion.

Each explosive is one use only - when it explodes, it is gone.

Move: 10"
Armor: 5

Steed: A Horse can't act on its own, and must be ridden by a minifig. Any Move penalties to the controller do not apply to the Horse. If the Horse's controller is killed or dismounts, another minifig from any player can take control of the Horse by mounting it.

Horsemanship: While mounted on a Horse, a minifig can bypass the initiative order and take their action before anyone else in the Action phase. If several players have minifigs, then those minifigs act first in initiative order, then all other units act.

Jousting: A minifig on a Horse can wield a Two-Handed Weapon with one hand.
Heavy Weapons and Super Weapons

Code: Select all

Weapon                 Range Damage Hands    Special
Heavy Melee Weapon     1"    3D6    2 hands  Heavy, Melee
HeavyGun               10"   2D6    2 hands  Heavy
MachineGun             10"   1D6    2 hands  Heavy, Rapid Fire
FlameThrower           6"    1D6    2 hands  Heavy, Flame
ExplosiveLauncher      10"   2D6    2 hands  Heavy, Blast 2"

Super Melee Weapon     1"    4D6    4 hands  Super, Melee
SuperHeavyGun          18"   3D6    4 hands  Super
SuperMachineGun        18"   2D6    4 hands  Super, Rapid Fire
SuperFlameThrower      10"   2D6    4 hands  Super, Flame x2
SuperExplosiveLauncher 18"   2D6    4 hands  Super, Blast 4"
Heavy: Heavy weapons cannot be wielded by minifigs (except by heavies); they must be mounted on a vehicle or building, or carried by a bigger creature.

Super: Super weapons require four hands to use, meaning they'll usually need a crew of two minifigs. Super weapons cannot be wielded by minifigs; they must be mounted on a vehicle or building, or carried by a bigger creature.

Rapid Fire: This weapon can attack three times when performing an Attack action. Each attack must have a new target, and that target must be within 2" of the last target.

Blast: After you have chosen the target for this weapon, the player controlling it rolls 1D6. That player can pick a new target within that many inches, as long as it belongs to either that player or to you. The explosive hits that target and damages everything within 2" of it as well (or within 4" for SuperExplosiveLaunchers). Each piece of ammunition is one use only - when an explosive explodes, it is gone.

Flame: If the target of this weapon is not killed, it is set on fire. Place one Fire Token on it (or two for SuperFlameThrowers), within the weapon's range.
Continued in the next post
Last edited by Arkbrik on Sun Feb 25, 2018 6:32 am, edited 7 times in total.

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Re: Arkbrik's Hack

Post by Arkbrik » Sat Aug 05, 2017 5:20 pm

Special Minifig Units
All of the following units are considered "minifigs" in the rules.

Move: 7"
Armor: 2D6 (roll every time the Hero is attacked)

Heroic Feats: Heroes can perform Heroic Feats. See the Hero phase.

Redshirts: If a Hero is targeted by an attack, or caught in an attack with an area of effect, you can roll 1D6. If there is a minifig from your army within that many inches, you can have it jump in the way of the attack, or push the Hero outside the area of effect, taking the damage itself instead. Only units from your own army will act as redshirts - even if you are the Field Master, non-player minifigs will not redshirt for your Hero.

Move 5"
Armor 5

Stunt Driving: After finishing a move with a vehicle controlled by a Pilot, you can choose to do a Stunt. Declare how many inches you want your stunt move to be (minimum 2") and roll 1D6. If you roll equal or higher, the Stunt is successful. You can make another move with the vehicle (including turns) up to as long as the number you declared. The vehicle can fly during this movement, even if it normally can't.

If you roll lower than the number you declared, an opponent can do the move instead, using the number you rolled on the die.

Move: 4"
Armor: 5

Compensating: A Heavy can wield Heavy weapons by hand.

Move: 4"
Armor: 5

Gunnery: When using weapons mounted on a vehicle or building, a Gunner can use twice as many weapons as normal (as if they had four hands), providing they have access to the appropriate controls. Also, they can divide the weapons' fire between several targets if they wish.

Move: 5"
Armor: 5

Action: Ker-Triage!
A Medik can attempt to revive a dead minifig within 1". Roll 1D6 on the table below to see the results.

1: Head amputated. Remove the head from the table. No further revival attempts can be made on this minifig.
2: Legs amputated. The minifig has a move of 1", but is otherwise fine.
3-4: Hand amputated. The minifig can only use one hand, but is otherwise fine.
5-6: Full recovery. The minifig is fine.

Move 5"
Armor 5

Action: Build
A Mechanik can build a new Vehicle or Building using loose bricks. Roll 1D6. The Mechanik can use all loose bricks within that many inches. The maximum armament of the Creation is determined by its size - the total number of hands needed for all of its weapons cannot be higher than its Size. If you want a Vehicle to be able to fly, that also takes up one inch of Size.

Action: Repair
A Mechanik can repair lost SP of a damaged Vehicle or Building within 1" by attaching loose bricks to it. Roll 1D6. The Mechanik can use all loose bricks within that many inches. The number of bricks required to restore one lost SP is equal to the number of remaining SP plus one. For example, to repair one lost SP on a vehicle that current has 2 SP, you will need 3 loose bricks. You can repair several lost SP in one go as long as you have enough bricks - the cost increases by one brick for each SP.

Move: 7"
Armor: 5

Stealth: Instead of deploying an Assassin on the table, instead place three Blips anywhere that the Assassin could have been deployed. A Blip is a 2x2 round plate with a 1x1 round brick on top. If you have several Assassins, use a different color of Blips for each of them. A Blip can move in your Move Phase, but can't perform actions. If a Blip comes into contact with an enemy, or comes within 3" of an enemy that has an unobstructed line of sight to it, it is revealed. You can choose to either discard the Blip, or replace it with the Assassin, removing all other Blips. If it is the last Blip, you must replace it with the Assassin. The Assassin can act normally from this point on. You can voluntarily reveal the Assassin at any time, replacing any one Blip with it and removing any other Blips.

If at any point you only have Blips on the table and no other units, your army is defeated. With no support, the cowardly Assassins sneak away leaving the field to the enemy.

Parkour: An Assassin (in normal form or as a Blip) can move up walls, jump across gaps, etc. as long as they end their move on solid ground.

Move: 5"
Armor: 5

Stealth: A Sniper uses Stealth just like an Assassin.

Headshot: When attacking a minifig using a ranged weapon, don't roll for damage or cover as normal. Instead, roll a single D6. On a roll of 2 or more, the target is killed. Heroes can still be saved by a redshirt.

Paranoia: At the start of the Sniper's Action Phase, if they are not in Blip form, they immediately go into hiding again. Replace the Sniper with two Blips. They cannot act any further during this turn.

Move: 5"
Armor: 5

Magikal Aptitude: A Magikian starts the battle with three Power Dice. At the start of each turn, they regain one expended Power Die, to a maximum of 3.

Action: Spellcasting
To cast a spell, first decide how many of their current Power Dice the Magikian will expend. Roll that many dice on the table below and choose one of the results. If a weapon is rolled, the Magikian must immediately attack something other than terrain with it, even if the only possible targets are allies or the Magikian themselves; if a special action is rolled, the Magikian must perform it, even if they end up reviving an enemy.

1: Two-Handed Weapon
2: Perform a Ker-Triage! action (see Medik) with a range of 6"
3: Perform a Run action but moving 2D6" - you can pick another unit within 6" to perform the Run if you want
4: MachineGun
5: FlameThrower
6: ExplosiveLauncher

Coming up with your own spell tables for Magikians is fun and easy. Put any effects you want on the numbers - just keep something that can harm the Magikians themselves in spot 1.

Move: 5"
Armor: 5

Squad Tactics: An Officer can start the game leading a Squad. A Squad consists of one Officer and any other minifigs except Heroes, all mounted on a single plate. The entire Squad can be mounted on Horses if you want, but any members who become dismounted are expelled from the Squad.

The Squad moves as one, using the Move of the slowest member. When an attack is aimed at a Squad, you decide which Squad member is the target. The exception is attacks from Snipers, who can choose their target freely. If the Officer is killed, the Squad is disbanded, and all member start moving as individuals again.

Move 5"
Armor 5

Commands: Once per turn, at the start of the Move, Hero or Action Phase, one Leader in your army can issue a special command to bypass the initiative order. Roll off against another player. If you roll equal or higher, you are successful, and for the rest of this phase you are first in the initiative order. However, the Leader can't do anything at all for the rest of the phase. If you roll lower, nothing happens. The Leader can act as normal and an attempt further commands later in the turn.

If several players have Leaders and want to use them in the same phase, those players all roll off. The winner gets to go first, while the rest get no benefit. Their Leaders can still act as normal, however, and can attempt further commands later in the turn.

Great Leader
Move 5"
Armor 5

Grand Speech: At the start of the battle, your Great Leader can perform a Grand Speech. Choose one action from the following:

- Attacks with one particular weapon type (choose one from the weapon lists)
- Run
- Build
- Repair
- Ker-Triage
- Spellcasting

Whenever a unit in your army performs the chosen action, and you roll a 1 on a die as part of it, you may re-roll the die.

If the Great Leader is killed, your army is demoralized, and you must instead re-roll any rolls of 6 when performing the chosen action.

Redshirts: The Great Leader can use redshirts in the same way as a Hero.
Vehicles, Buildings and non-minifig, non-Horse Creatures are all Creations. To calculate the stats for a Creation, you must first find its Size. This is the length in inches of the Creation's main body or structure, disregarding limbs, weapons, wings, wheels, decorations etc. (but including heads).

The Move of a Creation is 8" for Vehicles and Creatures. Buildings cannot move.

The Armor of a Creation is equal to 4 plus its Size, to a maximum of 10 Armor.

Decide whether the Creation moves on the ground, on water, or flies.

A Creation can have any number of weapons. For the purpose of using weapons, a Creature counts as having as many hands as its Size, to a maximum of 4. A Vehicle or Building needs controls designated for all of its weapons. A minifig can use any weapon whose controls it can touch, as long as it has hands to spare.

A Vehicle or Building can have access points - doors, gates, hatches etc. Each access point needs controls. A minifig touching the controls for an access point can open or close it at any point during their Move or Action phase, with no penalty. A closed access point cannot be moved through.

Finally, a Vehicle needs movement controls. A vehicle can be moved in the Move phase if you have a minifig touching the movement controls. If several players have minifigs at the movement controls, the vehicle can end up being moved several times in the same turn!

When moving a vehicle, you can first turn it up to 90 degrees in either direction. Then you can move it up to as many inches as its Move score. Finally, you can turn it up to 90 degrees in either direction. A vehicle can move onto another vehicle, if that is physically possible.

A Creation has a number of Structure Points (SP) equal to its Size. Whenever an attack equals or beats its armor, the Creation loses one SP, and one brick is taken off from it by the attacker (this cannot be a weapon, access point, or control). For each SP lost, the Creation gets a -1 penalty to its Move and Armor. If all SP are lost, the Creation is destroyed.

If a single attack beats the Armor of a Creation several times over, it can lose several SP in one go. For example, if a Creation with Armor 6 takes 12 damage, it loses 2 SP.

Weapons and access points on a Creation can be attacked separately. They have an Armor equal to half the Armor of the Creation (rounding down). Normal and heavy weapons have 1 SP, while super weapons have 2 SP. Access points have as many SP as their Size.

Move 8"
Armor 4 + Size (max 10)

Move 8"
Armor 4 + Size (max 10)

Move 0"
Armor 4 + Size (max 10)

Creations can be given one or more of the following upgrades to modify their stats.

Quick & Fragile (Creatures and Vehicles only)
The Creation gets +4" Move, but also gets a -2 penalty to Armor (making its maximum Armor 8 ).

Slow & Tough (Creatures and Vehicles only)
The Creation gets a +2 bonus to Armor (making its maximum Armor 12), but also gets a -4" penalty to Move.

Weak Point (any Creation)
The creation's maximum Armor can be up to 4 points higher than normal (this upgrade does not give an Armor bonus in itself, but allows a large Creation to have a higher Armor based on its Size). You must designate a weak point somewhere on the Creation. This must be a spot accessible to an outside attacker, even if only from a very specific angle. The Creation's Armor is halved (rounding down) against attacks aimed at its weak point.

Combustion (any Creation)
When destroyed, the Creation blows up in a fiery explosion. All models within as many inches as half the Creation's original Size (rounding down) takes 1D6 damage. Place a Fire Token on any model caught in the explosion but not killed/destroyed.

Ramming Weapon (Creatures and Vehicles only)
When ramming (see Collision Rules, below) the Creation deals 1d6 extra damage (as long as it moved at least 2" before impact).
Collision Rules
Any Creation with a Size of 2 or greater can ram units and terrain by moving into contact with them in the Move phase. Ramming does 1d6 damage for every 2" the Creation moved in a straight line before impact, limited by the Size of the Creation. For example, a Size 3 Creation can never do more than 3d6 damage by ramming, even if it moved more than 6" before impact.

If the target of the ramming is a Creation itself (rather than a minifig, horse, or terrain) it will deal damage back at the rammer in the same way - 1d6 damage for every 2" the rammer moved, limited by the target's Size. If the target is big, and the rammer moved a long distance before impact, this can possibly be higher than the damage dealt by the rammer in the first place!

Example: A Size 4 starfighter rams the bridge of a Size 10 space cruiser, moving 12" before impact. The 12" move means the maximum damage dealt by the collision is 6d6 - but since the starfighter is only Size 4, it just deals 4d6 damage to the space cruiser. The space cruiser, being Size 10, easily deals the full 6d6 damage to the starfighter.

A unit that falls takes 1d6 damage for every 2" it falls.

If a Creation with a Size of 2 or greater falls on top of a unit or terrain, it deals damage as if it just rammed that unit or terrain, using the fall distance as the ramming distance. The falling Creation still takes full damage from the fall, no matter what it falls onto.

A Creation with a Size of 2 or greater that has hands (or similar) can pick up and throw other units as an action (using the controller's action in the case of vehicles and buildings).

Action: Throw
Pick up and throw any adjacent unit except Buildings, if the unit is half the Size of the throwing Creation or smaller (including minifigs and horses). First decide what direction you want to throw the unit in. Then roll for how far you can throw the unit - roll a number of dice equal to the thrower's Size minus the Size of the unit being thrown (minifigs and horses count as Size 1). Pick any unit in the chosen direction, within as many inches as you roll, as the target for the thrown unit. If there are no possible targets, the thrower fumbles and drops the unit they were going to throw, with no harm done.

Resolve the collision as a ram, using the rolled distance as the ramming distance. Use the full distance rolled to calculate damage, even if the actual distance travelled was shorter! Minifigs and horses do 1d6 damage to anything they are thrown into.

Example: A Size 4 giant picks up a Size 2 bear. The bear can be thrown 4 - 2 = 2d6 inches. The giant's player chooses a direction for the throw, and rolls for distance. The result is 8; the target for the throw must be within 8". The player picks for a target a Size 5 siege tower that is 5" away, and in the direction previously chosen. The bear hits the siege tower! Even though the bear only travelled 5", the full throw distance of 8" that the player rolled means the impact can do a maximum of 4d6 damage. The bear's Size of 2 limits the damage, though, so the siege tower takes only 2d6 damage. Meanwhile, the Size 5 siege tower deals the full 4d6 damage to the bear.

A Creation with a Size of 2 or greater can push any unit except Buildings out of its way, if the unit is half the Size of the Creation or smaller (including minifigs and horses). This is useful to get past small units that survived a ram, or were just standing right in front of the Creation when it started moving. Units that get pushed out of the way can make a free attack against the pusher with Melee weapons if it moves away from them, as usual.
Additional Units
Move 5"
Armor 1

Bite: A Vermin can attack in melee, doing 1 damage.

Inconsequential: If you only have Vermin left on the field, your army is defeated. Note that Vermin Swarms are not Inconsequential.

Vermin Swarm
Move 5"
Armor 1 (Special)

Swarm: A Vermin Swarm can contain any number of Vermin, mounted on a single base. For each point of damage the swarm suffers, one Vermin is killed. If the swarm is reduced to 2 or fewer Vermin, it is disbanded, and the survivors continue as individual Vermin.

Swarm Attack: A Vermin Swarm can attack in melee. It does 1D6 damage for every 3 Vermin in the swarm.
Last edited by Arkbrik on Sun Feb 25, 2018 7:10 am, edited 13 times in total.

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Re: Arkbrik's Hack

Post by Colette » Sat Aug 05, 2017 7:58 pm

There's a lot of good ideas here. I think the 2010 rules as they are currently are quite a handful.
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Re: Arkbrik's Hack

Post by AZKAMAT » Sat Aug 05, 2017 11:39 pm

Colette wrote:There's a lot of good ideas here. I think the 2010 rules as they are currently are quite a handful.
Yeah, It's way more of...I don't even know what to call it, but I think I was blessed in having found the game when 2005 was the 'official' version.

I don't think 2010 is bad. Not at all. It's just that a lot of the stuff in it read like homebrews. And a lot of them don't feel essential to the game. I think the only thing I'd call a problem about it is stifling/intimidating new players and their homebrew creativity. When I first picked up the game in 2012 I looked at the weapons available in the book and said, "That's fine, but I want assault rifles." And I've continued happily with the gun I made ever since. I don't know if a new player would be put in the right mindset to do that with 2010.

*Feels like he is derailing Arkbrik's thread...*
Your rules are rad, Arkbrik, but one of the things I really, really like about Brikwars is its lack of phases. Do you come from a background of games that use them extensively?
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Re: Arkbrik's Hack

Post by Arkbrik » Sun Aug 06, 2017 2:51 am

AZKAMAT wrote:Your rules are rad, Arkbrik, but one of the things I really, really like about Brikwars is its lack of phases. Do you come from a background of games that use them extensively?
Yeah, the main inspiration for the initiative and phase system was GW's Lord of the Rings mini wargame, which I really liked. I don't have anything against a phase-less system as such, but there were a couple things that convinced me to switch.

I removed Skill and URs to reduce the number of dice rolls, and the Fast-Steady-Slow system helped differentiate weapons, armor, and units, and give tactical potential. To make that work you'd need a simultaneous Action Phase.

Also, when playing BrikWars I noticed that players often forgot about their Heroic Feats. Putting Feats in their own phase helps them stand out, and gives players the chance to be like "Nuh uh my Hero is going to stop your Hero's Feat with THIS cool Feat..."

An alternative to phases could be to start every game round with an initiative roll that determines the turn order for that round. Then the players all take turns with their Fast units first, then their Steady units, and finally their Slow units.

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Re: Arkbrik's Hack

Post by Arkbrik » Fri Aug 11, 2017 9:08 am

I did some more playtesting against an actual opponent. The fast-steady-slow system is more work than interesting, so I removed it - except as a special rule for Riders, to make cavalry stand out. I do like the phase system though.

I've added rules for Creations, Mechaniks and Pilots above. Also changed up the Officer rules to let them lead Squads.

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Re: Arkbrik's Hack

Post by Brikguy0410 » Tue Aug 29, 2017 10:30 am

how about instead of simplifying the rules, you make them them so obtuse and complex as to render it unplayable by anyone other than colette.


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Re: Arkbrik's Hack

Post by Arkbrik » Tue Aug 29, 2017 11:18 am

Well, everyone makes their own rules to suit themselves and their playgroup. Only Colette can make the perfect coletterules. And only you can make the perfect brikguyrules.

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Re: Arkbrik's Hack

Post by Arkbrik » Sat Jan 13, 2018 5:38 am

Added collision rules because dilanski reminded me that games need collision rules.

Also been doing a bunch of tweaks over time.

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