Book 3: War

Chapter Eight: Irregular Combatants

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Civilians

For a lot of SpaceMen, the blood, gore, and agonizing death their weapons of mass destruction cause among their enemies is only half the fun.  To them, the piles of steaming enemy corpses are only appetizers in anticipation of the main course of terror and lifelong trauma that they can cause by staging their battles in the midst of innocent and unsuspecting Civilians.  Civilians come in all styles and flavors, and there are any number of ways to handle them.  The Civilians can be allied with one side or another in a given battle; they can be paid for, or supplied along with the scenery; they can be controlled by one player or the other, or control can be divided between the players.  Civilians aren't usually going to have a whole lot of effect on the outcome of the battle (unless your SpaceChampion refuses to fight until he gets some doughnuts, in which case you'd better hope one of the Civilians is a SpaceBaker); they're just there to add a little light-hearted fun and casual casualties, so there's no need to stress out over how their inital placement and control are handled.  Just go with whatever your personal playing style suggests.
 
Before the game actually begins, the players must work out whether or not they're going to have Civilians in their game, whether or not they're going to have Normal Buildings and Normal Vehicles and all kinds of other Normal Things like Normal Mailboxes and Normal Fire Hydrants, where and how many of these things are going to be scattered around on the battlefield, and who's going to take care of moving them around.  The way we play it, each side only pays for the 'Normal Professional' Civilians and their equipment who are used in the employ of the Civilization (diplomats, spies, systems analysts, college interns, etc.), and all other Civilians are put on the battlefield free as 'scenery'.  After both players move their military units and Normal Professionals and fire (and they may fire at the Normal People), both players get half of the remaining Normal People to manipulate into doing normal, mundane activities.  This can slow the game down a bit, but if you really get into a silly mood, you can even make them have complete conversations.
 
Civilians may also form small armies of armed rabble.  It's sometimes fun to play out battles in which one or both armies are made up of mostly Civilians, just to watch the Normal People get blasted in a futile attempt to fight off vastly superior forces.  Civilians will sometimes be assisted by SpaceMen with whom they have shared their pizza or nachos.
 
Normal People
Normal People are the denizens of the BrikWars universe that are not usually involved in war-like activity.  Normal People are simply  everyday folk who inhabit the buildings and cities where most wars take place.
 
The Normal Person
 
Move:
4"
Armor:
1d4
Skill:
1d6-2
Ratio:
None(troop)
Points:
2

 some (comparatively) Normal People Most Normal People don't have sense enough to get the hell out of a war zone, and end up stumbling across a street filled with Gyrofire and exploding vehicles on their way to work at the office, barber shop, sporting goods store, or local eatery.  However, sometimes Normal People are part of a riot, uprising, or revolt that takes place on a remote planet.  Or perhaps the Normal People get really tired of continued SpacePirate raids, and take it upon themselves to try to fend off the brigands.  In these cases, the Normal People take up arms and fight for themselves in their best interests, or so they think.  Usually, they just end up getting shot.
 
Normal People cannot use Rifles and Death Guns, or any 'military only' weapons like Grenades and Assault Helicopters.  They can figure out how to use sidearms and Close Combat weapons, but don't expect them to be very successful with them.

Abnormal People
Some Normal People are a little screwy and break this standard, becoming obsessed with weapons and killing and death.  If they act on this obsession, stockpiling weapons and ammunition and training themselves in the Deadly Arts, they become Somewhat Less Normal or even Abnormal People.
 
The Abnormal Person
 
Move:
4"
Armor:
1d4
Skill:
1d6
Ratio:
1 per 10 Normal People
Points:
3

 Freaks and Weirdos Every now and then you'll be fighting a battle in some urban area, mowing down stray Normal People as usual, and then suddenly some Psychotik will do something totally unexpected, like blow up a bridge, mow down SpaceMen in his monster truck, or install MkIII Lasers all over his house.  The most generic Abnormal People have the stats listed above, but crazier types can be assigned other point values depending on exactly how Abnormal they are.  Most Abnormal People fall into the category of Mad Bomber, Paranoid Arms Stockpiler, and Suicidal Maniac.  Invariably, they come in one of three 'flavors:'  the unshaven, blue-collar psycho who's missing a hand, arm, leg, or face; the jet-setting businessman sociopath with his suit, briefcase, and sunglasses; or the homicidal maniac postal worker.  There are no restrictions to the kinds of weapons these types of people will find some way to stockpile and use.  Better yet, they don't care at all who else gets mowed down in their quest to reach their target.
 
Normal Belligerent People
While most Normal People spend a battle doing Normal Things, there are some who don't react well to violence.  Some even go out of their way to find violence to react badly to.
 
The Belligerent Person
 
Move:
4"
Armor:
1d6
Skill:
1d6
Ratio:
None(troop)
Points:
3

 Troublemakers Usually these are the people who live and work on whatever land you've chosen as your battlefield, who consider it their personal duty to protect their community.  In more modern communities (such as SpacePeople or TownPeople), these will be policemen or guardsmen.  In more primitive cultures (like MedievalPeople, IslandPeople, or TribesPeople), these will be hunters and warriors.  More primitive warriors won't be able to use modern weaponry, but they'll have put more priority on musclebuilding and close combat, and will get Close Combat bonuses.
 
Civilian Technology
 
Type
Highest Tech
CC Bonus
Space
all
-
Town
Shotguns, Revolvers, some armed vehicles, airplanes
-
Rennaissance
Pirate weapons, cannons, sea vessels, horse-drawn carts
+1
Medieval
armor, crossbows, catapults, horses, swords
+1
Tribal
bows, spears, horses, islander masks, feather headdresses
+2
StoneAge
clubs, spears, fire, grunting
+2
 
Belligerent People may be groups of Smuggling People defending their hideout with Impact Pistols and jury-rigged MkI Lasers, or it might be a bunch of Islander People throwing spears, or a castle full of Medieval People jousting around, lopping off SpaceMen's heads with battleaxes.  Unlike the Abnormal People, their primary goal is to keep their communities safe, rather than kill as many SpaceMen as they can.  If you keep clear of their communities, they'll leave you alone.  On the other hand, they're pretty weak, so it's not a big deal if you really want to send a squad out to shoot up the town.
 
Rebel Scum The most dangerous group of Belligerent People are those in the Wolf Rebellion.  These political malcontents range from civilly disobedient left-wing activists to heavily armed right-wing militiamen.  These disparate groups rally under the banner of the Wolf's Head, and are opposed to the constant warfare and oppression under the rule of the StarShip Civilizations.  Wherever there is a government presence, these guys are starting riots and strikes, organizing terrorist attacks, raiding supplies, destroying infrastructure, and being extremely inconsiderate in general.  If there are any Wolfen Rebels on the battlefield, they'll do everything they can to disrupt your military activities.

Normal Creatures
In addition to native minifig populations, many planets are also swarming with dangerous wildlife.  Stats and point costs differ depending on how dangerous the animal is.  Remember that a peaceful deep-sea black octopus from Risley IX looks just like a vicious Brain-Sucking Land Blob from Antares III, so feel free to make up new stats and animal abilities for all your creatures at any time.  Animals that Civilians ride around on should be treated as One-Piece Vehicles.
 
 

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Mercenaries

Over the chaos of thousands of years of Galactic War, a lot of things have been lost or forgotten throughout the millions of inhabited worlds.  Among them have been bases, fleets, and divisions of troops.  After a few centuries of abandonment, these forces forget their Civilization and now their fanatic loyalty extends only to each other.  A SpaceMan who doesn't fight isn't much of a SpaceMan, so rather than battle among themselves, they hire themselves out to the highest-bidding Civilizations.
 
The Mercenary
 
The Specialist
 
Move:
6"
 
Move:
6"
Armor:
1d4+4
 
Armor:
1d4+3
Skill:
1d6+2
 
Skill:
1d8
Ratio:
*
 
Ratio:
1 per 10 Mercs
Points:
4
 
Points:
6

 B and X Mercenaries Mercenaries place a lot more importance in personal survival than SpaceMen, since they don't have the resources that let the StarShip Civilizations pump out troops mass-production style.  The average Mercenary gets a lot more training and personal attention, and more highly-tuned SpaceArmor, making a single Mercenary more than a match for a single SpaceMan, and a single Specialist has all the skills of a Mechanik, Medik, and Technik combined (depending on which Tools he's carrying).  That's little consolation, as SpaceMen outnumber Mercenaries by millions-to-one on the Galactic level, so the Mercenaries have to pick their battles carefully.
 
Mercenaries are great for a Civilization that wants to bring some extra force to a battlefield quickly and cheaply.  The Civilization still has to pay full price for the Mercenaries' equipment and vehicles, but hiring their troops is so much cheaper than breeding and training troops of their own, it almost makes you wonder why Civilizations don't just use Mercenaries for all their engagements.  Well, besides the fact that there aren't enough Mercenaries to go around, there are a number of restrictions on the way Mercenaries can be used.
 
First of all, Mercenaries on the battlefield are considered a seperate 'team' from the Civilization that employs them.  If you have the chance, you should actually have a separate player control them.  A Civilization commander cannot spend more than half of its points on Mercenary troops and equipment, and two sides cannot send Mercenaries from the same Mercenary group to fight each other (in fact, Mercenaries are reluctant even to fight Mercenaries from rival Mercenary groups, so you'll want to avoid sending opposing Mercenary groups straight at each other).  One regular Mercenary in every Mercenary group is chosen to be TacOps Commander, who has the only CB Radio that can be used to communicate with Civilization commanders if the need should arise for mid-battle renegotiations.  Mercenaries don't like to share their section of a battlefield with SpaceTroopers, and they never 'squad up' with SpaceMen.  Mercenary groups never 'split up' to accomplish multiple objectives; they are hired to accomplish one major objective, and the secondary and other peripheral objectives are the jobs of the SpaceTroopers.  Mercenary Specialists do not go out of their way and never risk their own lives to give Medikal aid to the troopers or Mechanikal aid to the vehicles of the Civilization employing them; their skills are primarily reserved for their Mercenary brethren.
 
Furthermore, while Mercenaries have an obligation to accomplish their mission objectives to maintain their professional reputation, you have to make sure that you give them the support they need to accomplish their objective, because they have no particular loyalty or trust for your Civilization and they're liable to get ticked off if they think they're getting the raw end of a deal.  A Reasonable Objective and Adequate Support are standard clauses on every Mercenary contract, and if they decide that you haven't supplied one or the other, they're likely to Ditch you and refuse to give you a refund.  On the Mercenaries' sixth turn on the battlefield, they have to have made Reasonable Progress toward their objective, or else they decide that you haven't lived up to your terms of the contract and they will Ditch you.  For this reason you may choose to delay the Mercenaries' entrance onto the field of battle until you've cleared the path to the objective and softened up the enemy a bit.  While they are still waiting off the edge of the battlefield (and you have to specify which edge they will be entering from before the battle begins), you can negotiate a different objective for them to attempt if it turns out their previous one isn't going to be as easy as you thought.  Once they arrive on the field, their objective is set.

One example of an objective might be to take and hold a position, such as a fortification or base.  If, on the Mercenaries' sixth turn, they are pinned down by enemy fire and haven't even reached the target position, they have not made Reasonable Progress and will Ditch.  If, on their sixth turn, they have eliminated or taken control of most of the defenses at the target position, then they have made Reasonable Progress and will stick around to mop up the remaining defenders and set up a defense perimeter of their own.  If, on their sixth turn, they are engaged in battle for control of the position, and it's unclear who has the upper hand, it's harder to say whether or not they have made Reasonable Progress.  Their decision to Ditch may be affected by how many casualties they have taken, their chances for eventual success in their current objective, and how well their allied SpaceTroopers have supported them.  Sometimes they are looking for any excuse to Ditch their current commander because of his reputation for treating his Mercenaries badly, and sometimes they have a tendency to be lenient towards the enemy commander because he has treated them well in the past.  Hopefully, a strong case can be made one way or the other; often, it can't.  When it's hard to decide whether you've made Reasonable Progress or not, roll 1d6.  A roll of 6 means the Mercenaries decide that they have made Reasonable Progress and stick around to complete their objective.  A roll of 1 means they Ditch.  Any other roll means they keep fighting, and try to decide again next turn.

Even if they have made Reasonable Progress and stuck around for twenty turns or so, they may still decide to Ditch if the tide of battle has turned seriously against them.  If their forces are getting ground into hamburger, their allies have abandoned them, and it's obvious there's no way they're going to hold their position, they're going to start looking for avenues of retreat.

A Mercenary group that Ditches does not necessarily abondon their objective or their allies, they just make keeping themselves alive their new priority.  This may mean they try to retreat from the battlefield, or they may try to take up a defensible position and try to hold out until one side or the other wins.  They may move to take cover in their allies' base (if the allies still trust them after they Ditch), or their TacOps Commander may try to negotiate a truce with the enemy forces.  As a Civilization commander, you might want to arrange things so that their best chance for survival when they Ditch is to stick with your team and finish taking their objective, but Mercenaries who are manhandled in this manner are likely to get ticked off and will try to stab you in the back as soon as it is practical, and Mercenary groups hold grudges for a long, long time.
 
The most significant group of Mercenaries in the galaxy are the descendants of a lost division of Kraan BlitzTroopers, who dress in black and white uniforms with big neon-green B's emblazoned on their chests.  Lately, however, their preeminence among the Mercenary groups has been challenged by the thrill-seeking X Brigade, who dress in mostly-black uniforms with a red X emblazoned on their chest and back.
 
 

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Pirates

SpacePirates are not an organized Civilization.  They are the ruffians of the BrikWars universe.  Hailing from every corner of the galaxy, SpacePirates are those people who think only of themselves, only of money and personal gain, and only of killing and pillaging.
 
The SpacePirates
 
 
Cap'n
FirstMate
Matey
Doc
Parrot
Monkey
MateDroid
Move:
10"
8"
6"
6"
12"
7"
7"
Armor:
2d10+1
1d10+1
1d6
1d6
1d4-1
1d4
1d6
Skill:
1d10+4 CC+2
1d10+2 CC+2
1d6 CC+2 
1d6 CC+2
-
1d4-2 CC+2
1d10 CC+2
Ratio:
10
2 per Cap'n
(troop)
8
5
5
7
Points:
21
13
5
7
5
4
6

 a Cap'n, two FirstMates, a Parrot, and a Matey
SpacePirates constantly perform raids against Civilization outposts, seeking to steal the vital supplies they need to survive on their own secret bases, usually hidden in the recesses of large asteroid belts and dark nebulae.  Some Pirates actually have a great cause towards which they strive, possibly even a noble cause, but most of them just don't want to do any work for themselves so they pillage and steal.  None of them are particularly smart, since any Pirate with enough intelligence to realize that you need a helmet and AirTanx to survive the vacuum of space quickly asphyxiates.  Only the select few have the stupidity to survive the airless void.
 
Often, SpaceTroopers will undertake the destruction of a Pirate base, but rarely have any real success.  A Pirate base that is brand new is not very different in appearance or utility from the debris of a Pirate base that has been blown to smithereens.  If a group of SpacePirates was off pirating when their base was destroyed, they often don't notice when they get back.

The equipment of SpacePirates is temperamental to say the least. PirateArmor is different for each Pirate, and the armor that saves a Matey from an Impact Rifle one moment, may fail utterly when hit by a simple fist. PirateArmor is unpredictable, but can actually provide more protection than SpaceArmor, in rare cases.  Some Pirates go to battle in only a tank-top!
 
Close Combat is the Pirates' specialty.  It seems as if SpacePirates were born for fighting at close quarters, and countless bar brawls and pit-fights serve only to hone the skills of the strong, and weed out the weak members of a pirate band.  All Pirates get a +2 Close Combat bonus, even if they have no arms, legs, or heads.

SpacePirates are just as temperamental as their equipment.  Every turn, there is a chance that the Pirate Fleet will Mutiny against their Cap'ns.  At the beginning of every movement turn, the Pirate player must roll 1d6.  If he rolls a 1, then the fleet revolts against their Cap'n.  Whether or not a crew decides to Mutiny has nothing to do with whether they are winning or losing, whether their Cap'ns are heroes or cowards, or whether they are in good moods or bad.  The Cap'ns and their FirstMates must then try to regain control of their fleets by making heroic speeches and striking heroic poses.  All Cap'ns and FirstMates add their Skill Rolls together.  If the number rolled is greater than the number of mutineers, they successfully rally their troops and the turn can proceed as normal.
 
If the rolls fails, then the opposing player takes control of all Mateys and vehicles and tries to kill the Cap'ns.  The Cap'ns and FirstMates may make one Control Roll for every movement phase that they remain alive. If all the Capn's are killed, the SpacePirates withdraw from the battle, to party down and elect a new Cap'n.
 
SpacePirates (or just "Pirates") have a number of restrictions on the types of vehicles in their Fleet.  Pirates cannot have ANY land vehicles; all of their vehicles must be Flyers.  This is because Pirates do not take well to the land and except for Mateys who take to the ground as foot-soldiers, Pirates rarely set foot on earth.  Those who spend their lives planetside are known as LandLubbers and are distrusted by SpacePirates.

Pirate Flyers are highly customized and can use Mk1 - Mk5 weapons, unlike normal Flyers which can only use Mk1 - Mk3 weapons.  The limit of 4 weapons per Flyer, however, must be obeyed by SpacePirates.  SpacePirates can also use Boats as huge antigravity ships, at Boats' standard costs and statistics.  There are rumors of enormous Pirate SpaceGalleons roaming the galaxy loaded with SpaceBooty.
 
Each type of SpacePirate roughly corresponds to a certain type of SpaceMan.  A Cap'n has all the abilities of a SpaceChampion (including three Stupendous Feats per turn), a FirstMate is roughly equivalent to a SpaceHero (with one Stupendous Feat per turn), a Matey functions as a SpaceMan or SpaceDriver, a Doc works the same as a Medik (rolling at 1d6 rather than 1d10), a MateDroid works like a Synthetik, and Parrots and Monkeys work like SpaceScouts.  (It is unknown how the Parrots and Monkeys relay their targeting information back to the Pirate fleet, since they don't carry CBs, but that doesn't seem to bother any of the Pirates.  Monkeys can move vertically just as fast as horizontally, and Parrots can fly over any obstacles.  Monkeys can carry a weapon in each of their four hands, so watch out for them!)

A Cap'n is represented on the battlefield by the pirate captain minifig, of course.  FirstMates look like Mateys except they get epaulets and a tricorne hat, and generally look handsomer.  Mateys just look like whatever they feel like looking like.  Docs look like Mateys except they wear only red and white clothes.  Docs do not need Medikal equipment, since their standard Medikal procedure is to walk over to fallen Pirates and kick them to see if they wake up.  The parts of Parrots and Monkeys are played by parrots and monkeys.  PirateDroids are represented by Synthetix whose brains have been replaced with Monkey brains.
 
 

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Humanoids

The 48 StarShip Civilizations are not the only inhabitants of the BrikWars universe.  Most of the time, the Other People can be safely and anonymously grouped under the Normal People heading and ignored.  Sometimes the innocent bystanders are not just Normal People.  There are plenty of alien empires, unaffiliated colonies, rebel outposts and smuggler's dens.  These Other People rarely start battles themselves, but sometimes get caught up in larger issues, and often have agendas of their own.
 
a Blockhead and a ConeheadThere are all sorts of Alien People.  New kinds of Alien People are always being discovered.  The easiest way to create a new alien race is to pull off a minifig's head and replace it with a new and unusual piece.  Sometimes the new species is somewhat viable (like the Groovy Flower-Headed Peace Children), and sometimes it is just ridiculous (like the Motorcycle-Headed Punk Legion).

Most Alien People are similar to Normal People, except for one or two slight statistical and behavioral differences.  Most of them cost 3 points.  Examples include:


 
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Awful Green Things From Outer Space

One of the most entertaining alien species yet discovered is the race of horrifying amorphic blobs of ghastly ooze known as the Awful Green Things From Outer Space.
 
The Awful Green Thing From Outer Space
 
Move:
3"
Armor:
1d20-3
Skill:
1d4
Ratio:
3
Points:
4

 an Awful Green Thing From Outer Space These frightening blobs can strike fear into even a hardened SpaceTrooper's heart.  They defy all understanding: They don't have any hands to wield weapons.  They speak without mouths (though they only seem to repeat sounds they've heard).  They seem to be able to understand orders, although they have no system of intelligence that is understood by SpaceScience.  They can sometimes withstand a blast of a Mk5 missile, and sometimes they die when you step on them.  If the die comes up 20 when the Green Thing rolls its AV, not only does it automatically resist the attack, it splits into two identical Green Things!  As far as the top SpaceZenoBiologix can explain, "they're just really weird."
 
Green Things creep slowly across floors, walls, even ceilings, waiting to drop on their prey. When a Green Thing comes in contact with another minifig, it rolls 1d4 per turn.  On a 4, it manages to eat its opponent's head and now has complete control of the body (replace the head with the Green Thing).  The host's Skill value becomes 1d4, but still moves at the same speed and has the same AV.  If the host is killed, the Green Thing dies with it.  At any time, the Green Thing can consume the host's body to create another Green Thing.
 
Green Things are often allowed to feed on captured Normal People.  They are also sometimes used in trapdoor pit traps in bases.  Although naturally green, a Green Thing can change its color to that of its allied army.  A green thing is just a collection of three to five random bricks of the appropriate color.  It can stretch itself to unnatural lengths (maximum 5") or contract into a small tentacled ball.  It can never suffer knockback or falling damage.  Normal People will always attack or run from a Green Thing on sight, regardless of alleigance.
 
 
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