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Title Page
CONTENTS
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The BrikPocalypse
Table of Contents
The BrikPocalypse
The BrikWars Universe
A Magikal Wonderland
Brik, Not Brick
A Tradition of Gratuitous Everything
Legal Disclaimer
Unauthorizations and Unsanctionednesses
Images
Conceptual Progenitors
Copyrights and Trademarks
Contact Info
Book One: Core Rules
CHAPTER ONE:
Gameplay
1.1 Overview
Elements of Play
Setup
Taking Turns
Victory
1.2 Numbers
Taking Measurements
Rolling Dice
1.3 Proper Observance of Rules
The Rule of Fudge
What I Say Goes
Everyone's the Boss of Their Own Toys
CHAPTER TWO:
The Mighty Minifig
Action:
Move:
5"
Armor:
4
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
Body Armor
3.4 Desperate Measures
Bare Hands
Minifig Tools
Random Objects
Thrown Objects
CHAPTER FOUR:
The Player Turn
4.1 Movement
Impaired Movement
Sprinting
4.2 Action
Use Ratings
Over the Top Action
Extended Actions
4.3 Enemy Response
Cone of Vision
Who Acts First
Bailing
CHAPTER FIVE:
Combat
5.1 Making Attacks
Checking Range
Action and Damage Rolls
Action Modifiers
5.2 Close Combat
Close Combat Engagement
The Angry Inch
Active Maneuvers
Parrying
5.3 Ranged Combat
Missed Shots
5.4 Charge!
Momentum
Charging Weapons
Minifig Collisions
CHAPTER SIX:
Minifig Heroes
6.1 The Hero
6.2 The Ego
Crankiness
RedShirts
6.3 Heroic Feats
The Action Hero Cliché
Action-Hero Feats
6.4 Heroic Duels
6.5 Heroic Deaths
6.6 Heroic Artifakts
CHAPTER H:
The Horse
H.1 Horse Abilities
Action:
Move:
10"
Armor:
4
H.2 Riding a Horse
Measuring By Hands
H.3 Fighting From Horseback
Horse Combat
Collisions and Trampling
Jousting
Book Two: MOC Combat
The Spirits of the Game
The Kanon
The Farce
The Enemy
The Ossum
MOC Combat
Making MOCkeries
Design Overview
Fancy Dice
The Incompetent
The Basic
The Specialist
The Heroic
The SuperNatural
The Benny
Instant Bennies
CHAPTER SEVEN:
Structures
7.1 Structure
Structure vs. Non-Structural Elements
Structural Attributes
7.2 Taking Damage
General Damage
Component Damage
Special Damage
7.3 Field Construction
The Mechanik
Field Constructions
Patch Repairs
Disassembly
CHAPTER EIGHT:
Weaponry
8.1 Weapon Size
Power Limits
The Heavy
8.2 Basic Weapons
Close Combat Weapons
Ranged Weapons
Armor Plating
8.3 Automatic Weapons
Firing Arcs
BlastGuns
MachineGuns and Reloading
FlameThrowers
8.4 Heavy Explosives
Heavy Explosions
Cannons
Payload Launchers
8.5 Manning Guns
Firing Weapons
The Gunner
CHAPTER F:
Field Hazards
F.1 Hazard Dice
Exposure Damage
Fire
Difficult Terrain
Concealed Hazards
Energy Shields
F.2 Traps
F.3 The Scout
CHAPTER NINE:
Vehicles
9.1 Propulsion
Propulsion Types
Propulsion Damage
9.2 Maneuvering
Standard Maneuvering
Advanced Maneuvering
Jumps
9.3 Thrust
The Finger
Thrusters
9.4 Piloting
The Pilot
9.5 Collisions
Momentum
Crashes and Knockback
CHAPTER TEN:
Creatures
10.1 Minds
Action Dice
Abilities
Half Minds
Mob Rule
10.2 The Medik
The Medik
10.3 Dangerous Beasts
Vermin
Animals
10.4 Monsters
Corrupted Minifigs
BigFigs
Monstrosities
CHAPTER ELEVEN:
Minifig Armies
11.1 Minifig Specialists
11.2 Civilians
The Civilian
The Professional
11.3 Infantry
The Minifig
The Worker
The Cannon Fodder
The Skirmisher
The Scout
The Phalanx
The Marksman
The Sniper
The Heavy
11.4 Operators
The Rider
The Pilot
The Gunner
11.5 Support
The Tek
The Mechanik
The Engineer
The Medik
The Cybernetik
11.6 Elite Units
The Commando
The Hero
11.7 Command Units
The Officer
The Leader
The Commander
The Great Leader
11.8 Squads
The Squad Plate
Taking Damage
Squad Close Combat
CHAPTER D:
The Dice
D.1 Dice and Diemons
The Corrosive 4pion
The Solid 6creant
The Ingenious 8vian
The Exceptional 10amyte
The Elusive 12vard
The Inescapable 20kles of BrikThulhu
D.2 SuperNatural Powers
The SuperNatural Cliché
SuperNatural Talismans
D.3 SuperNatural Effects
Rolling SuperNatural Dice
Physikal Manifestation
D.4 SuperNatural Aspects
Range
Movement
Damage
Armor
Action
CHAPTER Ω:
Budgeting and Endgames
Ω.1: The Budget
Preemptive Attack
The Military Draft
CAPITALISM
Unit Inches
Ω.2: Endgames
Mob Rule
Escalation
Fighting a Losing Battle
CHAPTER TWELVE:
Campaigns
12.1: Campaign Overview
The Campaign Round
12.2: Factions
The Faction Headquarters
The Faction Army
12.3: Glory and Sacrifice
The Alert Level
12.4: Strategic Locations
Strategic Resources
Fortified Defense
12.5: Assaults and Escapades
Assaulting Locations
Heroic Escapades
12.6: Staging Battles
Mobilizing Units
Deploying Forces
The Spoils of Battle
12.7: Strategic Development
Developing Locations
Army Maintenance
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