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Navigation Bar Legal Disclaimer The BrikWars Universe QuikWars! 1: Gameplay 2: The Mighty Minifig 3: Minifig Weapons 4: The Player Turn 5: Combat 6: Minifig Heroes H: The Horse 7: Special Creations 8: Squads
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Table of Contents
Legal Disclaimer
Unauthorizations and Unsanctionednesses
Images
Conceptual Progenitors
Copyrights and Trademarks
Contact Info
Fair Use Policy
Printing Copies
Modified Copies and Other Material
Don't Get Me in Trouble
The Dread Pirate Two-By-Two
Foreword The BrikWars Universe
The BrikWars Universe
A Magikal Wonderland
It's Brik, Not Brick
A Tradition of Gratuitous Everything
QuikWars
Q.1: Overview of Play
Q.1.1: Rolling Dice
Q.1.2 Wasting Time
Q.2: Armies
Q.2.1 Minifigs
Q.2.2 Heroes
Q.2.3 Weapons
Q.2.4 Steeds
Q.3: Constructions
Q.3.1: Controls
Q.3.2: Vehicles
Q.4: Victory
The Nefarious Nega-Bloktrix
Core Rules Esprit de Core
CHAPTER ONE:
Gameplay
1.1: Overview of Play
Victory
1.2: Proper Observance of Rules
The Law of Fudge
What I Say Goes
1.3: Taking Measurements
1.4: Rolling Dice
Critical Rolls
1.5: Supplies Checklist
Things You'll Need
Things You Probably Won't Need But Might Want Anyway
CHAPTER TWO:
The Mighty Minifig
Skill: 1d6
Move: 5"
Armor: 4
Cost: 4CP
The Mighty Minifig
CHAPTER THREE:
Minifig Weapons
3.1: Close Combat Weapons
Hand Weapons
Heavy Weapons
Two-Handed Weapons
3.2: Ranged Weapons
Short-Ranged Weapons
Long-Ranged Weapons
Explosives
3.3: Bodily Protection
Shields
Armor
3.4: Desperate Measures
Bare Hands
Random Objects
The Skully Grail
CHAPTER FOUR:
The Player Turn
4.1: Movement
Sprinting
Quick Actions
4.2: Actions
Use Ratings
Extended Actions
Large Actions
4.3: Enemy Response
Cone of Vision
Who Acts First
Bailing
The BrikThulhian Troika
CHAPTER FIVE:
Combat
5.1: Making Attacks
Checking Range
Skill and Damage Rolls
Attack Modifiers
5.2: Close Combat
The Angry Inch
Close Combat Maneuvers
Countering
5.3: Ranged Combat
Missed Shots
5.4: Charge!
Momentum
Knockback
A-Hunting We Will Go
CHAPTER SIX:
Minifig Heroes
6.1: The Hero
6.2: The Ego
Crankiness
RedShirts
6.3: Heroic Feats
Action-Hero Cliches
Heroic Feats
The Minifig Hero
CHAPTER H:
The Horse
H.1: The Horse
Horse Abilities
Horse Varieties
H.2: Riding a Horse
Action Cost
The Rider
H.3: Fighting From Horseback
Getting Carried Away
Crashing and Trampling
Jousting
A Prancing Destrier
CHAPTER SEVEN:
Special Creations
Design Overview
7.1: Structure
Structure vs. Surface Elements
Size
Structure Level
Base Cost
7.2: Propulsion
Alternate Movement
Propulsion Damage
7.3: Weapons
Weapon Size
Weapon Types
7.4: Taking Action
Minds
Operators
The Pilot
7.5: Taking Damage
General Damage
Component Damage
Special Damage
7.6: Creation Combat
Close Combat
Ranged Combat
Charge Attacks
Pilot Error
CHAPTER EIGHT:
Squads
8.1: The Squad Plate
Squad Plates
The Standard
The Units
8.2: Forming Up
Changing Formation
The Officer
8.3: Squad Movement
Obstacles
Infantry and Cavalry Squads
8.4: Squad Action
All For One and One For All
8.5: Squad Combat
Ranged Attacks
Hand to Hand Attacks
Charge Attacks
8.6: Taking Damage
Targeting a Squad
Distributing Damage
Charge!


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