Chapter One: The BrikWars Quickstart Guide
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Chapter Sections:
The Grand Overview
Regardless of the size and scope of the battle you're staging, every BrikWars
game follows the same basic steps.
Pre-Game
- Step 1 - You and your opponent need to clear off a table or suitable
flat surface on which to play the game. Ping-pong tables or large sheets
of plywood make good playing surfaces. For particularly huge battles you'll
need to clear up some floor space.
- Step 2 - Next you have to set up some sort of terrain for the game
to be played on. This can range from fancy modelled trees and mountains,
to a couple of PBB trees and a couple of stacks of books for hills. You
can build a huge city out of plastic bricks if you like. Of course, don't
expect us to give you any respect unless you surround your city with forests,
mountains, gorges, seaports, launchpads, and of course scattered villages
with quaint little PBB coffeeshops.
- Step 3 - Now it's time to amass armies. Each team gets a certain
number of points with which to purchase soldiers, weapons, equipment, vehicles,
emplacements, bases, and whatever else they might want. Usually,
all teams will get the same amount of points to spend. If you've
built a really large battlefield, you should set high point limits so you
can field really large armies. If you have an especially tiny battlefield,
you should set low point limits so your battlefield doesn't get too crowded.
- Step 4 - Finally, you have to place your troops and equipment. You
can do this in any way that seems reasonable, as long as each side's units'
initial placement is out of its enemies' weapon ranges. One way that works
well is to have all players roll 1d6; the player with the highest roll
can choose either to have the first turn, or choose which edge of the battlefield
he wants to play from. The players then set up their units on opposite
edges of the battlefield, within a certain distance of their edge (6" is
usually a good limit). Once both players are satisfied with each other's
setup, the battle can begin.
Sometimes the battle you're staging will require you to do these things
a little differently. For instance, if one player has a base and the other
player is assaulting it, the first player will obviously place his troops
in the general area of the base, and the other player will put his troops
in the surrounding countryside. If there is some kind of ambush situation,
troops might start out in each other's weapon ranges. If one side has the
advantage of surprise, they will get the first turn. If one side has superior
advance intelligence, the other side has to set up its troops first. Most
of the time these changes will be pretty obvious, just use your head.
Game Cycle
These steps comprise one player turn. Players alternate taking
turns for the duration of the game (pretty much like you'd expect). Repeat
these simple steps until one side is wiped out, one side retreats or concedes,
or the players decide they can't live any longer if they don't have some
chocolate chip cookie dough ice cream and make a mad dash to the grocery
store.
- Movement - Using the movement rates of the models, the player whose
turn it is moves all his troops and vehicles their allotted distances.
Non-combat actions, such as operating computers, eating pizzas, and mailing
letters are also handled during the Movement phase. Except for occasional
Opportunity Fire and bomb drops by Flyers, no attacks are made during this
phase.
- Combat - Next, all the troops and vehicles that want to fire their
weapons may do so, checking to make sure their target is in range. For
each attack, the player makes a ToHit roll. First, he rolls the Skill dice
of the attacking unit. If the roll is equal to or higher than the Usage
Rating of the weapon being used, he hits; otherwise, he misses. If he hits,
he rolls the Damage dice of the weapon; if he rolls higher than the Armor
of the enemy unit, the enemy is destroyed (or in some cases, just damaged).
- Destruction - Destruction occurs as soon as a vehicle or unit is
destroyed, so it's not really a separate phase. Destroyed vehicles are
ripped apart, and the pieces are scattered around the area it was destroyed.
Remove half the pieces from the playing field, leaving realistic debris
behind. If a trooper is destroyed, leave his dead body wherever it falls.
Of course, you should feel free to express your destruction in whatever
way seems appropriate. A SpaceMan hit by a missile would leave scattered
body parts. A grenade tossed in the cockpit of a pickup truck would only
destroy the front half of the truck. A blasted building would lose an appropriate-sized
chunk of wall. A Flyer hit by an experimental Annihilation Ray would just
disappear.
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Our Hero, the SpaceMan
SpaceMan. The name itself instills a feeling of terror
in all who hear it uttered. The most proficient warriors the galaxy has
ever seen, they are trained from birth to be machines of terror and destruction.
When they are born, they are immediately fused to a suit of bio-mechanical
machinery which alters their physiology to accept the rigors of SpaceMan
Training Camp. After being born, they are taken to the SpaceMan Nursery,
where nurses constantly monitor their growth, and feed them special gene-altering
formula from a bottle.
At the age of three, the SpaceMan recruit enters the SpaceMan
Daycare School. It is in this school that the SpaceMan forges his first
friendships, and draws his first picture. The mornings are spent in the
"PlayRoom", where the SpaceKids play with blocks, role-play mother/father
relationships, and learn what it is to share. In the afternoon, the SpaceKids
take to the shooting range or combat chambers in order to hone their budding
combat abilities.
At age 5, the SpaceKid becomes a Trainee, enters the SpaceTrooper
Training Camp of his Civilization, and spends the next fifteen years in
training. At the age of twenty, in a grand ceremony, the freshly initiated
SpaceMan is given his first suit of SpaceArmor, which will support him
in practically any environment. The SpaceMan is now a full recruit and
is eligible for SpaceMen's pensions and the like, when he retires at the
age of 150 years (SpaceMen usually live about 200 years, due to their altered
physiology).
SpaceMen are assigned to a number of missions. These missions
are usually objectives such as ground attacks, boarding parties, sabotage,
Flyer strikes, and base protection. A SpaceMan is always loyal to his original
civilization, and will never retreat or be routed. Even if he is the only
soldier left on the field, he will still fight until he is dead, unless
he falls back for tactical reasons, such as protecting a vital vehicle
or installment. Any SpaceMan who retreated would have himself shot on sight.
The SpaceMan |
|
Move: |
5" |
Armor: |
5 |
Skill: |
1d6 |
Cost: |
5 pts. |
The system we use for the description of units and vehicles is simple enough
for even a SpaceMan to comprehend. First of all, we give the name of the
model, in this case "The SpaceMan."
The "Move" statistic refers to how far this unit can move during a
given turn, in this case five inches. (If you don't have a tape measure,
an inch is about three dots, so five inches is about fifteen dots.) Under
special circumstances, such as when a unit is carrying heavy equipment
or when swimming, the unit may have MovePenalties that subtract from this
rating.
The "Armor" statistic, or "AV" for Armor Value, tells how much damage
a unit can take in one turn. In this case, the SpaceMan's AV is 5. Some
units have a random AV (like 2d6+2), and rolls using this AV are called
Armor Rolls.
The "Skill" rating determines how skilled a unit is. A unit must make
a Skill Roll whenever he fires a weapon or attempts a difficult action.
In this case, the SpaceMan rolls 1d6.
The final rating, "Cost", refers to the point cost for one SpaceMan.
In this case, five points. Usually, each side in a battle is given a certain
number of points with which to "buy" troops, vehicles, equipment, and buildings.
The cost of one trooper does not include the cost of his weapons, which
are covered in Chapter Two: The Fabulous Troopers' Arsenal.
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Basic Combat
There are two types of combat in BrikWars: ranged combat and close combat.
Ranged combat, obviously, takes place over long distances, using guns,
missiles, rocks, decapitated heads, or whatever else comes immediately
to hand. Close combat is when things get personal, and troopers take it
upon themselves to engage each other one-on-one with hand weapons, fists,
teeth, head-butting, elbowing, kneeing, kicking, and sitting on the enemy
for extended periods of time.
Both types of combat occur during the Combat phase of the attacker's
turn. The attacker chooses the weapon he wants to use and the target he
wants to attack. An attacker may attack with one ranged weapon, with two
hand weapons, or with any number of vehicle weapons, but he can only focus
on one target. For each weapon he is using, he makes sure the target is
within range of the weapon (in the case of Close Combat weapons, the attacker
has to be able to touch the target with the weapon) and make a ToHit Roll.
He does this by making a Skill Roll (e.g., a SpaceMan would roll 1d6).
If his skill roll is equal to or greater than the Usage Rating (UR) of
the weapon, he hits his target. Sometimes there is no need to make a ToHit
Roll. For instance, if a SpaceMan is standing an inch away from a Base
wall and wants to shoot it, it's pretty much a given that he's going to
hit it. Basically, any time the defender is willing to admit that there
is no way the attacker could miss, you can skip the ToHit Roll.
If the shot is successful, the attacker rolls the Damage dice of the
weapon, while the defender rolls the Armor dice of the targetted unit.
If the Damage Roll is higher than the defender's Armor Roll, the target
is destroyed (or damaged, in the case of vehicles and bases). If the Armor
Roll is equal, or if the rolls are tied, the target survives unscathed.
Furthermore, if a player rolls a Skill Roll, a Damage Roll, or an Armor
Roll, and the die ends up (or all dice end up) on a one, the Roll is an
Automatic Failure, no matter how easy the task he was attempting. Contrariwise,
if the all the dice in such a roll end on the dice's highest numbers (i.e.,
a six on a d6, a ten on a d10, etc.), the Roll is an Automatic Success,
no matter how difficult the task was. If there is a contest between two
rolls, and both sides roll Automatic Successes or Failures, ignore the
Automatic Success/Failure rules and just resolve the rolls normally.
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