Q.2.1
Minifigs |
Minifig |
Movement:
5" per turn |
Armor:
2 dice |
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In QuikWars, all Minifigs
(miniature figures, or "little people") have the same
statistics.
"Movement"
describes how far a unit can move during a single Movement Phase
- in this case, five inches. The Minifig can run across five inches
of level ground, climb five inches' worth of stairs or ladders,
or leap over five inches of chasm. The only limitations to the 5"
rule are these: a Minifig can't jump higher than 2" at a time,
and can never swim more than 2" in a single Movement Phase
(it may still use the remaining 3" for regular movement on
land before or after swimming).
Minifigs may pick up
or drop any number of objects within reach during a Movement Phase.
Lifted objects cannot be larger than a standard 2x4 brick unless
several Minifigs are working in cooperation.
The Armor stat tells
how much damage a Minifig can absorb in a single attack. When a
Minifig takes damage, roll 2 dice; if the Armor roll is at least
equal to the amount of Damage, the Minifig lives. If not, it dies
- knock the Minifig over and, if appropriate, sever a couple of
its body parts.
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Q.2.2
Heroes |
Each army should have
one specially-decorated Minifig to be their Hero. Heroes have the
same stats as regular Minifigs, but they get two attacks per turn
(which can be combined for a single double-damage attack), and they
may attempt one Stupendous Feat each turn.
Stupendous Feats are
all the stunts that action-movie heroes are able to pull off that
could never happen in real life - lifting up cars, running up walls,
catching arrows in flight, dodging thousands of bullets, reviving
a fallen comrade, seducing impossible numbers of Minifig women,
etc. If Xena, Jet Li, James Bond, Jackie Chan, or Arnold Schwarzenegger
can do it, then the Hero is free to try.
To attempt a Stupendous
Feat, a player declares the Feat his Hero is attempting to accomplish,
and then rolls a Stupendous die. One of his opponents rolls an opposing
die to prevent the Feat from succeeding. If the Stupendous roll
is equal to or higher than the opposing roll, then the Feat succeeds.
If the opposing roll is higher, then the Feat fails, and the Hero
suffers whatever effects would logically result from failing such
an attempt. It's up to the players to decide on the most appropriate
consequences for failure. In general, the more Stupendous the Feat
attempted, the worse the consequences if it fails; and in all cases,
the sillier the better.
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Q.2.3
Weapons |
Weapon |
Damage |
Range |
Bare
Hands |
none |
- |
Hand
Weapon |
2
dice |
touch |
Ranged
Weapon |
1
die |
10" |
Shield
/ Armor |
(+1
Armor die) |
- |
Brick |
1
die |
5" |
Siege
Weapon |
2
dice |
10" |
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Each Minifig may choose
one of its weapons with which to attack during its attack phase.
If several Minifigs are in position to attack a single target, they
may all attack together, adding their Damage together into a single
massive roll.
Bare Hands: There
is no unarmed combat in QuikWars. A Minifig without a weapon must
use his bare hands to pick one up.
Hand Weapon: A
Minifig with a Hand Weapon (e.g. a sword, axe, spear, etc.) may
attack any unit or object that it can touch with the weapon, doing
2 dice of damage.
Ranged Weapon:
A Minifig with a Ranged Weapon (e.g. a bow, pistol, laser rifle,
etc.) may attack any unit or object within 10", as long as
the Minifig has a clear line of sight to some part of the target,
however small. The attack does 1 die of damage.
Shield / Armor:
A Minifig gains an additional +1 die of Armor for holding a Shield
or wearing a piece of Armor.
Brick: A Minifig
may carry around loose bricks in one or both hands for whatever
reason. In desperate situations, the unit can swing or hurl the
brick at an enemy for 1d6 damage. He may also attach the brick to
any appropriate surface, in order to build fortifications or repair
vehicles or whatever; this counts as the unit's one attack for the
turn.
Siege Weapon:
A Siege Weapon is any weapon large enough that it must be mounted
on a vehicle, on a building, or on the ground in order to fire.
A Minifig may attack with a Siege Weapon if he is standing next
to the appropriate controls. A Siege Weapon must be able to point
directly at its target, and may only be fired once in a single Player's
turn.
More powerful Super
Siege Weapons are possible, but require more Minifigs to operate
them. For each additional +1 die of damage and +5" of range,
the Super Siege Weapon requires one additional Minifig with access
to an appropriate set of controls for the weapon.
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Q.2.4
Steeds |
Steed |
Movement:
10" per turn |
Armor:
3 dice |
|
Vehicles constructed out of several bricks are counted as Constructions,
described in the next section. Vehicles made from one piece, such
as horses, motorcycles, or alligators, are called Steeds.
If a mounted Minifig
is killed or abandons his Steed, then any Minifig from any team
may hop onto the abandoned Steed and ride off.
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