Chapter 13 Staging Battle ![]() Over the course of a friendly King of the Hill battle in the 2,009th Rekonstruktion, a series of perfectly reasonable countermeasures and Hill-wrecking nuclear armageddons resulted in a dimension of infinitely replicating Hill duplicates. With no way of identifying the one true Hill, the Dutch warrior (and suspected horse) Rody retired from the eternal battle to forge a mighty Hilltop tavern from indestructible Orange Transparent bricks. The Hill Dimension's unique properties place it outside the universal BrikPocalypse cycle, making the Four Rums the only location in the BrikVerse with both a consistent chronological spacetime and a hard-won license to serve the Immortal Empire's psychosis-inducing Maniac Beer. Minifigs and creatures from all Retkons and Rekonstruktions gather in this extradimensional social hub, free from their usual kontinuities, to share Orange-tinted views of the eternal campaign raging outside and to fondly monologue about their ongoing plans to exterminate each other. Wiki entry: The Four Rums
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All Loot is defended. Even if a Hero finds Loot left abandoned in an empty field, he'll still have to fight his way through all the other Heroes who Koincidentally show up at the same time to claim it. (If no one else shows up, he calls off the whole Escapade; undefended Loot offers no glory and is beneath a Hero's attention.) If the Loot is owned by a specific faction, they become the gracious Host of the Escapade, in charge of organizing the defenses in the same way the Hero staging the Escapade organizes the attack. While the Escapading Hero and his player dictate the broad overview of the battlefield when they declare the Escapade, the Hosting faction's player (if any) has approval over the battlefield's final features and layout. Any or all of the players can work together to design and construct the battlefield according to the requirements of the Escapading Hero and Host. The size and difficulty of the terrain should allow units to move into combat distance with important targets or each other in the first turn, based on the general movement and attack ranges of the units in the participating Heroes' Armies. 13.1 Attackers, Defenders, and Meddlers Once the Escapading Hero has declared his Escapade, the other Heroes in the campaign propose their alliances for the battle. With the Escapading Hero's approval, other players' Heroes can join the Escapade as his allied attackers for however many turns they're able to resist the lure of Inevitable Betrayal (MC.3: The Benny). If the Loot belongs to a Host faction, the Host coordinates the defense. With the Host's approval, other players' Heroes can join the defense effort as allied defenders, tempted by Inevitable Betrayals of their own. Heroes not aligned with either the Escapading Hero or Host can crash the battle as meddlers, taking advantage of the violence to pursue their own agendas.
With the Stronghold established and battlefield prepared, players decide which sides of the battlefield belong to the attackers, the defenders, and the unaligned meddlers. This will be their friendly edge, representing the direction of their logistical support, getaway vehicles, and theoretical reinforcements. When evacuating, retreating, or absconding with Loot, Heroes can only safely withdraw units and items off of a friendly edge. These are returned to the Hero's Army reserves or added to his Budget. Loot items and equipment can only be claimed by a Hero if they're carried off his own friendly edge by his own active units. Objects that exit the battlefield by other means (fired from a catapult, left behind in an out-of-control royal carriage, caught on fire and fled in a panic), don't end up in the possession of any Hero, regardless of whose edge they exited on. The edges assigned to attackers and defenders never move during the battle, but individual Heroes can change which edge they’re friendly with as they make or break alliances with either side.
![]() An Esduin invasion force deploys on the shoreline of the Upper Norselands as alarmed Frostborne defenders mobilize in the Fortified Stronghold.
image rights: Kommander Ken, signed 7/23 Only available in 800px; move to sidebar Uploaded, final An Escapade's Garrison forces deploy in the Stronghold, and its local mobs loiter wherever seems least convenient. All other forces are brought by Heroes. A Hero's starting units and any later reinforcements deploy within one turn's movement of a friendly edge. Deploying units can use a Sprint roll to improve their placement, but this counts as an Action spent and prevents them from taking response Actions before their first turn. The types of units a Hero can bring to an Escapade depend on how Irresponsible he is. The cumulative errors of judgment that allow a Hero to deploy a mob of minifigs waving swords and pistols around are relatively small compared to the massive abrogation of responsibility required to launch a similar-sized force of orbital battle cruisers with supporting triceratops cavalry. A Hero can mobilize any or all units from his Army whose individual Sizes don't exceed his Irresponsibility level. A Hero with Irresponsibility:2, for instance, can bring as many Size 1" minifigs and Size 2" cavalry as he wants, but he can't bring a single Size 3" armored vehicle. If a minifig commander would like to leverage his tactical expertise for a more favorable deployment, all deployed forces choose their top Command Specialist to make an Action Roll (S.7: Command Units), adding +1 to the roll if they're also fielding one or more Scouts. (If the Host has both a Garrison force and a supporting Hero arriving from the battlefield edge, each force rolls separately.) The force with the lowest roll must deploy its units first, and the other forces deploy their units in order of increasing die rolls. If a Command Specialist critically fails this roll, or if a deployed force doesn't have a Command Specialist, then its units have paid even less attention than usual and their highest-rolling enemy may swap the locations of any two of their deployed units of similar Size and Propulsion type. If a Command Specialist's roll is at least twice as high as his highest-rolling enemy, then he's outwitted them completely and can set up an ambush. After all other forces have set up their troops, the ambushing force can place its units anywhere on the battlefield except for inside an enemy formation or Stronghold. The more Irresponsible a Hero is, and the lighter his units, the faster he can mobilize them. If the largest unit a Hero is deploying is smaller in Size inches than his Irresponsibility level, the Hero can make a rush, moving and acting before his heavier opponents are ready. When one or more Heroes makes a rush, an extra rush turn takes place at the beginning of the battle. Heroes take their turns in regular turn order, skipping Garrison forces and Heroes with units too large to take advantage of the rush. After the rush turn, the battle continues with all forces taking regular turns.
Before a battle, a Hero selects units from his Army to accompany him using whatever method seems most personally fulfilling. Time spent in consideration of the enemy's tactical disposition and how to best counter it is much less exciting than a contest of strength, an employee raffle, or throwing darts while blindfolded, and a Hero's priority is to skip any and all boring parts and get straight to the action. Once the Hero takes the field, he's too busy being a Hero to worry any further about his units' deployment or crippling dart injuries. If his forces need to call in strategic support in response to an evolving tactical situation, they rely on a Commander to make it happen. Strategic Intervention Specialty:
can spend an Action and use a communications device to gain one Strategy brick after witnessing a successful kill, or to spend Strategy bricks on Strategic Interventions A Commander is glued to his communication device. Whether using a radio, smartphone, signal flag, crystal ball, or carrier pigeon, the Commander relays critical updates to the Hero's Army or faction headquarters that go completely ignored until the Commander's forces manage to kill something. Whenever a Commander or one of his Scouts witness his forces kill or destroy an enemy unit at least one inch in Size, the Commander can use an Action to relay the information to his superiors. This adds one brick to his force's Strategy pile, held off to the side of the battlefield. He can cash in these bricks on later turns, spending an Action to call in Reinforcements or Strategic Bombardment. No matter how many enemies a faction kills or how many Commanders are standing around to witness it, a player can only add one brick to their Strategy pile per turn.
In BrikWars, defeat and victory exist as concepts, but only to prod players towards BrikWars' higher goal of ridiculous blood-soaked hijinks. Escapading Heroes aren't especially concerned with who wins or loses individual battles. Their focus is on who ends up with the Loot, and how many rival units they can eliminate in the process. Even if a Hero wrests control of a battlefield, he lacks the strategic support and administrative aptitude to do anything useful with it. Most of the time his superiors have no idea what he's doing there, and the rest of the time they wish they didn't. Winning a battle has a single advantage: the victor can casually seize whatever Loot, random items, and non-combat bystanders haven't already been grabbed and absconded with. He can take possession of the site, pillage its resources, abandon it, or burn it to the ground according to whim. Depending on the campaign story and the players' mutual agreement, captured noncombatants may become prisoners, switch sides willingly, or be pressed into service as unwilling labor (Half-Minded: Subjugated). Losing a battle, by contrast, has all kinds of advantages. Victory in an Escapade is determined by which forces haven't been defeated yet when players decide the battle is over. At the beginning of the battle, the defending Host holds the victory by default. Unless all defending forces are defeated, the Host retains control of the battlefield, along with whatever parts of it aren't destroyed or stolen in the course of the battle. If the defending forces are defeated, whether by elimination, escape, or by Fighting a Losing Battle, then victory belongs to the Escapading Hero, unless he's defeated as well. If the Escapade has no defending forces, then the Escapading Hero only achieves victory if all of the meddling Heroes are defeated instead. If the Escapading Hero and defending Host are both defeated, any Heroes still on the field can snatch the victory if all opposing Heroes are defeated. If players end the battle without a clear victor, they'll have to decide the distribution of whatever Loot is left on the field by other means. Depending on the nature of the Loot and the ongoing story, it might be divided among the survivors, it may be lost in the chaos and only found again in a later Escapade, or players may determine its fate by a What I Say Goes roll. A force is defeated when it concedes voluntarily, when it's eliminated or withdrawn from the battlefield, or when its player declares it's Fighting a Losing Battle. The force's surviving units can still fight for other objectives, but they can no longer claim victory. A force that's Fighting a Losing Battle accepts a loss in battle overall in exchange for tactical advantages on the field (MC.5: Endgames). A force can choose to Fight a Losing Battle at any time if it's lost at least half of its Unit Inch value, and if it (and its allies, if any) have fewer Unit Inches of surviving units than at least one of its enemy Heroes or alliances. If all of a force's Heroes are eliminated or leave the battlefield, they must automatically Fight a Losing Battle, regardless of how their Unit Inches stack up. If a force is Fighting a Losing Battle, its allies aren't obligated to also concede defeat or Fight the same Losing Battle. ![]() In the battle of Ragnablok that brought an end to the Nehellennium Galaxy kontinuity, the 45th Union's Iron Maiden mech is caught in the crossfire between the Grand Galactic Empire's Artemis flagship and the Allied Nations' Ripper battlecruiser. With the arrival of a Great Wyrm of Axeleron, the mech seizes his opportunity to slay the rider and claim the mount for its own.
Photo: Kenny "Kommander Ken" Bush With models by Ninja_bait, Aoffan23, Bookwyrm, and Kenny "Kommander Ken" Bush From "BATTLE OF THE KONVERGENCE" Elements shown: LEGO image rights: Kommander Ken, signed 7/23 model rights: ninja_bait signed 7/24, aoffan23 signed 7/28 With a little patience and restraint, it's possible for a Hero to defeat his enemies by simply waiting around long enough for them to exhaust their Budgets and run out of troops. Luckily for everyone, Heroes are minifigs of action, and neither patience nor restraint exist in their genetic makeup. If a Hero's Irresponsibility is greater than his target's remaining Budget, he's ready to meet them in Final Battle. A Final Battle is a special Escapade where the Loot is the final defeat of either the Escapading Hero or the Host. If either or both are defeated, they're out of the campaign. Final Battles take some extra negotiation between players. Even if a Hero is on his last legs, his player may not be ready to end his story just yet. A Final Battle only takes place with the consent of the defending player, and all players work together to decide how to build a satisfying story climax. In a Final Battle, players ignore whatever deployment rules they need to in order to provide an appropriately epic end to the Heroes' stories. Heroes have no deployment limits on unit Sizes or Unit Inch values. (Garrison forces, however, are still limited by the Stronghold defense level and the value of the Escapading Hero's deployed forces.) The Host faction and its allies can deploy anywhere on the battlefield, including inside the Stronghold alongside the Garrison forces. Unless they have no surviving Hero to lead their forces, players can't introduce new Heroes in a Final Battle, but they can deploy as many of their existing Heroes as they want. Final Battles are a unique event where Heroes are able to set aside their Crankiness for the sake of an epic team-up. Each player is still limited to one Heroic Feat per turn, however, no matter how many Heroes and Heroic Weapons they have on the field. If one of the Host's Heroes has a greater Irresponsibility level than the Escapading Hero, the defenders can use his Irresponsibility to set the Stronghold's number of defensive improvements rather than that of the Escapading Hero. ![]() image rights: Travis Archer, signed 8/9 Uploaded, final Satan, in his infinite hubris, declared a Last Stand against himself for the bone throne of Hell. After a pitched battle between the local representatives of the damned and a surprise cameo by the archangel Bob Ross, victory ultimately went to the Demon of Treachery - the spirit of an evil hot dog who gave Flamer Shaftglutton food poisoning once. If the defending Host declines to spend his remaining Budget to bolster his forces for the Final Battle, whatever Unit Inches are left over become bonus Treasure Loot in the defenders' Stronghold. If the defending forces successfully repel the attack and the Host retains possession of the Treasure, it returns to the Hosting Hero's Budget and he can continue his campaign as normal. Even if the Host's forces face certain defeat, they can take revenge from beyond the grave by helping an ally escape with their Treasure to use against the attackers in later battles.
Story-critical Loot can't be removed from the battlefield in a Final Battle. Players are free to invent whatever Koincidences they need to in order to keep critical plot items on the table until the Final Battle is complete.
In a Final Battle, the Host's Hero and Garrison can choose to Fight Losing Battles at any time, regardless of whether they meet the usual requirements. The Hero might use the opportunity to strike a desperate final blow against his attackers, he may try to pull off a daring final escape even as his campaign ends in defeat, or his goal might be to smuggle out the seeds of some future Hero's campaign against his victorious enemies. Regardless of the success or failure of his efforts, the Hero's adventures in the campaign are over after Fighting a Losing Final Battle. If an Escapading Hero decides it's time for his own story to end, he can declare a Final Battle against himself and make a Last Stand against his enemies. The Hero acts as both Escapading Hero and Host, and uses his own Irresponsibility for the number of defense improvements to the Stronghold. At the beginning of a Last Stand, the defending Hero and Garrison can immediately Fight a Losing Battle. Regardless of the outcome, a Last Stand is always the end of its Hero's story arc in the campaign. |