Bewegungskriegspiel
Introduction
In some corners of the Brikverse, dashing armoured commanders rush ahead of their foot based counterparts, stealing all the glory and all the loot for themselves
Armour Wars is a custom Brikwars expansion focused around(as the name suggests) armoured warfare. While 20th century tank war is what I had in mind designing this, I don't see why it shouldn't be able to apply to exotic hover tanks or giant robots or whatever else you can think of. Its heavily work in progress and needs waaay more testing
Initiative
In Armour Wars there are no turns and instead, there is the initiative. The player with the initiative is free to move its units around as far as they want and undertake any actions they want. However, there are several situations where the initiative could pass onto the enemy:
-If an action is failed(such as a missed shot)
-If the enemy player seizes the initiative(more on that later)
-If the player with the initiative decides to pass it to their opponent
Seizing the initiative
If the player holding the initiative moves their unit(in this case unit A) into the range and line of sight of an enemy unit, then the enemy unit can fire upon the first players unit. If the shot connects(even if it fails to damage the enemy unit), then the initiative passes to the enemy player
Command
Units linked to a commander unit by radio or by line of sight(must be directly towards the commander) have a chance to prevent the enemy seizing the initiative if they are hit. This is rolled once, based on the highest ranking commander they are connected to.
Armour and damage
In Armour Wars, damage is resolved differently. First the projectiles armour penetration(AP) value is rolled against the target's armour class. Then the damage value is rolled(along with any modifiers) against the catastrophe table to determine the result of the hit(This roll may be repeated several times depending on the attack type) If an unprotected target is struck, all exposed elements(Infantry, ammo, tanks, beer coolers) are considered to have a health of 4. Any damage roll above 4 will destroy one of these within the explosive range of the projectile(attackers choice) Any damage roll above 8 will destroy two, any roll above 12 will destroy three and so on
Catastrophe Table
Perks and quirks1. Engine disabled
2. Crew member killed
4. Engine disabled
5. Crew member killed
6+. Ammo cookoff
Any vehicle may have a variety of positive and negative elements. There are also certain statistics that must be filled in, marked with a * symbol. The number of units of cost of each vehicle should be equal to how many inches of size each vehicle is.
*Armour class:
1d6(minimum) = -0
1d10 = +1
2d10 = +2
3d10 = +3
4d10 = +5
*Movement speed(Each inch of size above 6 will add 1 additional unit of cost to all movement speeds except the minimum):
4(minimum) = -0
6 = +1
8 = +2
10 = +4
Weapon(This determines the penetration of any shot fired by the weapon):
1d8 = +1
2d10 = +2
3d10 = +3
4d10 = +5
Perks:
360 degrees optics(Without this perk, units line of sight only goes in the direction their turret(s) and hull face. Units can regain 360 degree field of view by having one crewmember stick out) = +1
Radio = +1
Commander level 1 = +2
Commander level 2 = +4
Commander level 3 = +6
Passenger capacity(multiple allowed) = +number of passengers
Quirks:
Poor ergonomics(All rolls this vehicle attempts receive a -1 modifier) = -2
No safety features(All catastrophe rolls against this vehicle recieve +1) = -2
Unreliable(Non penetrating shots have a 5+ chance to diable the engine) = -3