Quick rule set for Brik-Kar Wars

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

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Race Bannon
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Quick rule set for Brik-Kar Wars

Post by Race Bannon » Fri Apr 24, 2020 8:40 pm

Armor and hit points:

Speed Racers come in two classes, Solo and Gunner. Solo cars all have 15 hit points and Gunners have 20. When a car reaches zero hit points, it is no longer running.

Armor has a numerical value, and will be deducted from damage dice rolled each time. For example, if a gun does 8 points of damage, and the target's armor value is 5; 3 points of damage is done to the target's hit points.

Speed and Movement

During the movement turn; one can accelerate, turn, brake, skid, coast - basically anything you can do in a car, you can do in a Brik-Kar.
Speed is defined by the number of car lengths your car travels in a given turn. All cars accelerate at up to their speed value per turn. Cars with blower systems, once activated, must accelerate at least one plus whatever bonus provided by the blower.
Vehicles brake at the same rate they accelerate. Note: Blower systems only affect acceleration, not braking.
Handling and effect success rolls must be made for major maneuvers, crashes, and weapon's effects.
The gamemaster will roll percentage (2 ten siders) against performance values, modifying with bonus dice. Rolling under the performance value will be a success.

Crashes

Crashing causes direct damage to the vehicle's hit points. Crash damage is determined by the cars speed. A car going speed 4 will cause 4 points of damage directly to the victims vehicle, bypassing armor considerations. Head on crashes cause damage to both vehicles.

If you fail a handling of effect roll, you crash crash. Effect damage from weapons are subject to armor considerations. Crashes reduce the speed of a car by 4 after knock on effects and damage are calculated.

Turn order:

1: Initiative 1D6 who goes first.
2: Movement - cars are accelerated, moved and turned. Handling rolls are made.
3: Firing - Weapons declarations, to hit rolls made, and damage.calculated.
4: Aftermath - Gamemaster resolves vehicle locations, conditions, and then effects.

(More to follow)
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Re: Quick rule set for Brik-Kar Wars

Post by Race Bannon » Fri Apr 24, 2020 9:00 pm

Combat:

To hit is determined by the gamemaster on a 2D6 roll. 7 or greater for light weapons, 9 or better for medium, and 10 or better for heavy weapons. Effect weapons automatically hit when run over/ into. Please note that vehicles with multiple weapon slots get that many attacks per turn.

Bonus dice:

Bonus dice may be used in a variety of ways, and must be announced at the beginning of the game.

1: Deduct 1D10 for each bonus die used to affect performance rating and handling rolls.

2: Add +1 to hit for each bonus die used for targeting.

3: Add +1 to base vehicle speed rating for each die used on vehicle upgrade.

4: Add +1 to armor value for each die used to improve defense.

Brik-Kar Specifications:

Solo: No more than 2.5" wide, 2 .5" tall, and 6.5" long.

Gunner: No more than 4.0" wide, 3.5" tall, and 7.5" long.


In the end, the gamemaster will have final say over all matters, with fun and destruction being the overall goals.

Comments or questions appreciated.
Last edited by Race Bannon on Mon Apr 27, 2020 8:37 pm, edited 1 time in total.
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Re: Quick rule set for Brik-Kar Wars

Post by Race Bannon » Fri Apr 24, 2020 11:45 pm

Weapon classes and damage considerations.

Light weapons: Includes light infantry weapons retrofitted for high performance. Range is relative to damage. The lower the range, the higher the damage. Light weapons also include oil slicks, caltrops, or other small items meant to interrupt and decrease handling rolls. Damage suggestions; 1D6 + up to 6 points in damage from bonus characteristics of your weapon.

Medium weapons: Ballistic weapons in this class include heavy caliber machine guns, grenade launchers, and small rocket launchers. Handling and interrupt weapons would be mine layers and paint sprayers. Damage suggestion for medium weapons is 2D6 plus up to 8 points in bonus damage.

Heavy weapons: Classified as anti-armor, anti-aircraft, and anti-personnel. Include area damage and knockback effects. Interrupt weapons include flamethrowers and flaming oil slicks. 3D6 damage, plus up to 10 additional points of bonus damage.

Ranges:

Light - Ballistic weapons: 12"
- Interrupt weapons: 4"

Medium - Ballistic weapons: 18"
- Interrupt weapons: 6"

Heavy - Ballistic weapons: 24"
- Interrupt weapons: 8"
Last edited by Race Bannon on Wed Apr 29, 2020 9:13 am, edited 1 time in total.
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Re: Quick rule set for Brik-Kar Wars

Post by Race Bannon » Sun Apr 26, 2020 1:08 am

At this time, there are 12 Brik-Kar s to choose from. 4 Gunner and 8 Solo. Because of the extra bonus dice, it is suggested that sizes are matched up in the game.

Gunner:

Nissan Sumo Power GT-R GT1 (2 bonus dice)
Performance value: 55
Speed: 4
Armor: 7
2 light weapons

Ferrari F8 Tributo (2 bonus dice)
Performance value: 55
Speed: 5
Armor: 5
1 medium and 1 light weapon

Jaguar XE SV Project 8 (2 bonus dice)
Performance value: 53
Speed: 4
Armor: 6
1 medium and 1 light weapon.

Jaguar Formula E Racer GEN 2 (1 bonus die)
Performance value: 64
Speed: 7
Armor: 3
1 heavy weapon
Last edited by Race Bannon on Wed Apr 29, 2020 9:15 am, edited 1 time in total.
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Re: Quick rule set for Brik-Kar Wars

Post by Race Bannon » Mon Apr 27, 2020 8:35 pm

Let's look at the solo class of vehicle:

McLaren Senna (1 bonus die)
Performance value: 66
Speed: 5
Armor: 4
1 medium weapon

Ferrari F40 (1 bonus die)
Performance value: 63
Speed: 4
Armor: 5
1 medium weapon

Chevy Camaro Stock Racer (1 bonus die)
Performance value: 49
Speed: 4
Armor: 6
1 medium weapon

Ford Mustang Fastback (1 bonus die)
Performance value: 39
Speed: 4
Armor: 5
1 heavy and 1 light weapon

Porsche 911 RSR (2 bonus dice)
Performance value: 79
Speed: 5
Armor: 2
1 light weapon

Porsche 911 3.0 (1 bonus die)
Performance value: 46
Speed: 4
Armor: 4
2 medium weapons

Dodge Charger R/T (1 bonus die)
Performance value: 37
Speed: 4 (+3)
Armor: 6
2 heavy weapons

Dodge Challenger Hellcat (1 bonus die)
Performance value: 46
Speed: 4(+2)
Armor: 5
1 medium weapon

I can post pics on Discord of any models you wish to see.

Thanks for your time.
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Re: Quick rule set for Brik-Kar Wars

Post by Dragonking1411 » Wed Apr 29, 2020 10:45 am

This is pretty sweet

Race Bannon
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Re: Quick rule set for Brik-Kar Wars

Post by Race Bannon » Fri May 01, 2020 10:41 pm

Thanks, watch this space for a link to a play through and vehicle exploration.

Cool cool!
Race Bannon

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Re: Quick rule set for Brik-Kar Wars

Post by Race Bannon » Tue May 12, 2020 9:48 pm

Short vid for gunner class Brik Kars...

https://youtu.be/HWKWJa1yR3E


Let me know what you think. Thanks for your time!
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Re: Quick rule set for Brik-Kar Wars

Post by Cracjaw » Wed May 13, 2020 12:01 pm

Dude, this is very in-depth and ossum. I give you an instant Benny :D

Do you mind if I use these rules in an upcoming battle I have planned? I will be mashing infantry combat with war-Kars.
Yeah, you know who I am

:studgod:

Race Bannon
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Re: Quick rule set for Brik-Kar Wars

Post by Race Bannon » Fri May 15, 2020 8:18 pm

Sounds good to me!
Would you mind doing a live utube Brik-Kar duel? I'll give you choice of kars!
Race Bannon

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Race Bannon
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Re: Quick rule set for Brik-Kar Wars

Post by Race Bannon » Thu May 21, 2020 3:12 pm

The link I had up has not been working...Will post more soon.
Race Bannon

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