BrikWars *Unofficial* Rules - Zack's Notes Chapter 1 (Opening) - Original - Die Chapter 2 (Troops/Weapons) - Standard - Heavy - Medic - Sniper - Demolition - Hero Chapter 3 (Vehicles) - LRV - APC - MBT - Troop Carrier - Boat - Mecha - Artillery - Weapons - Machine Gun - Cannon Chapter 4 (Armor) - Vehicle Armor - None - Light - Heavy - Super Heavy - Figure Armor - Shield Chapter 5 (Combat) - How it's Done - Hand-to-Hand - Knife - Sword Chapter 6 (Air and Other Explosives) - Arial Strike - Demo Figure - Small Explosive - Timed Explosive - Accumulated Explosion - Grenade Chapter 7 (Objectives?) CHAPTER 1: This is based on the original BrikWars Rules only made to contour to the wargaming individual with an interest in modern/sci-fi military gaming. Along the lines of Modern Warfare game play mixed with BrikWars or another tabletop game. It is played on a basis where models can be built before hand and used in game play, but cost limitations also play a factor. It is meant for relatively faster game than the original incarnation, but is also much simpler rules and easier to manipulate. Additionally in the spirit of making things simpler this is played on a one-roll basis. (Explained later) Based on a 10-sided die. (d10) CHAPTER 2: - Based on Forests All troops move half speed in water and -1" in any other rough terrain. Standard: A standard trooper. Can by equipped with any necessary armor that a player sees fit. To be a standar soldier the troop must be equipped with a Battle Rifle, but any other smaller attachments (grenade launcher) are fair game as well. Such as a close combat weapon (knife) or shield. (Ch. 4) These troopes run a cost of 5 CP. And a speed of 5" Short Range - 10" (Roll a 4 or higher) Mid Range - 20" (Roll a 6 or higher) Long Range - 30" (Roll a 8 or higher) The following troops are limited to one per every seven stadard soldiers. Meaning for every seven soldiers you have one can be a troop from the following... (Keep in mind they have a CP of 10) Heavy: Can fire at one, two, or more soldiers during his battle phase. Very slow though. They use one dice roll and then damage is applied to any soldiers within a 3" radius of any one soldier they are originally shooting at. Has same range with weapon as standard troop. He can carry a bomb, dynamite, RPG, bazooka, etc. Medic: Has the ability to revive any fallen soldier on the battle field. Carries some sort of medkit briefcase and a short range Sniper: Has an extended range of shooting distance. If standard short-distance is 10" then a snipers standard distance is 30". So essentially add 20" to the standard shooting of each zone. Short Range - 30" (4 or higher) Mid Range - 40" (6 or higher) Long Range - 50" (8 or higher) Demolition: Is able to plant bombs, carry a mortar device, etc. Has no gun and recommended that he has an escort. (More on bombs and mortar in Ch. 6) Also is not able to be equipped with armor. His bombs can blow up vehicle. These next set of troop(s) are limited to one per team/force/whatever. Meaning you get one... Hero: Limited to one per team. As shown in the original Brikwars game this is the super action hero to save the day. A hero capable of unheard of feats like jumping from a building to a helicopter or pulling 12 fully armored soldiers to safety. Heros are limited to one feat per turn and feats go on a system similar to this: (taken from Brikwars rules) CHAPTER 3: Any shooting at a fig in a vehicle or shooting from a fig within a vehicle will have a loss of -2 on the accuracy of the dice roll, but if the attack hits, then the full attack hits. All vehicles require a "pilot" or driver to control the vehicle, but figure doesn't have to actually fit in the vehicle. Just set the fig aside. If vehicle is destroyed then all minifigures in the vehicle are also killed. Feel free to blow the vehicle up too. Vehicles can not be destroyed by regular gun fire. *Not sure how to kill them yet. LRV: Light Recon Vehicle. (4 wheels, humvee like) Can carry up to two weapons (weapons explained below). Travels at a speed 3x that of a normal figure. (15" over normal terrain and 10" over rough terrain) Also capable of carrying two figs. CP (unarmed) = 15 APC: Armoured Personnel Carrier. Carries six figs and can hold two weapons. Moves a distance 2.5 that of a normal figure. So about 12.5" at all types of terrain. CP (unarmed) = 12 MBT: Main Battle Tank. Must have one larger cannon (Explained below) and is able to carry one smaller gun. Also must be treaded to be a tank. Carries up to three figures. CP (unarmed) = 25 Boats: Travels 2x fig speed, but only travel in water. (10" speed in water essentially) Can seat 2 figs in smaller boats (CP = 10, one weapons attachment) or 5 in larger boats. (CP (unarmed) = 17, two weapon attachments) Mecha: None attachment mecha will fit 0 figs. Light will fit 1. Heavy 2. Super Heavy 3. Has 3 weapon attachment points. CP (unarmed) = 20 Artillery: Like a missle rack or something along those lines I guess. Can shoot twice per turn? Miscellaneous: A factors will have to be determined by players before the game. Including cost and attachments. (A truck wouldn't have missle tubes) All vehicles can be equipped with different types of weapons and armor (armor in Ch. 4) and they are as follows... (Mostly borrowed from Carter) Machine Gun: Standard equipment available for all vehicles CP = 5 (15" = Roll 4) (25" = Roll 6) (35" = Roll 8) Heavy Machine Gun: Like the standard machine gun only better. CP = 10 (20" = Roll 4) (30" = Roll 6) (40" = Roll 8) Targetting Package: Increases vehicle accuracy by +2. Cannon: Only available for tank or large naval craft. (Boat) CP = 0 for tank and CP = 10 for boat. Shoots explosive round into a location. Location must be predetermined before shot then if accuracy is rolled explosive round lands and kills all in a 3" radius. (20" = Roll 5) (30" = Roll 7) (40" = Roll 9) Railgun: Long-range weapon, since its main gun is so long it can't do any shots under 20". (20"-30" = Roll 5) (45" = Roll 7) (60" = Roll 9) CHAPTER FOUR: All vehicles come equipped with some sort of armor. Depending on the weight of the armor will affect speed of the vehicle, cost, or defense. None: No restrictions. Killed by a 3 on a d10. CP = 0 Light: -2" from speed. Killed by 5 on a d10. CP = 5 Heavy: -4" from speed. Killed by a 7 on d10. All tanks are required to be at least heavy, but do not have reduced speed. Cost also does not apply. CP = 10 for all other vehicles. Super Heavy: -7" from speed. Killed by a 9 on d10. CP = 15. Full cost and speed reduction applies to tank completely. Minifigure Armor (Bullet Proof Vest): It has to actually exist on the fig somehow. Whether it is plastic or just printed on the fig. It must actually be there though. Slows a fig by 1" but all opposition needs an increase of 1 on the dice roll to kill the minifig. Riot Shields: Slows by 2" and increases roll need by 2. CHAPTER 5: I think gun combat has been fairly well explained. You roll, if you accuracy is high enough you hit, if you roll is high enough to kill the other fig (shields, etc.) then you kill the fig. If you fail in any of the areas then the attack fails. If attacking fig is trying to attack a fig on a vehicle then its accuracy is down by -2. Same for a fig shooting from a vehicle. Hand to Hand Combat: A minifigure wishing to be within one inch of his enemy. Both foes roll. The attacking foe gets a bonus of +1 to his roll and whoever has the higher roll wins. If a minifigure attacks a fig with his back to him then he gains an additional +2 to his roll for the element of suprise. Knife: Gives user a +3 advantage in hand to hand combat. Sword: Gives user a +2 advantage and allows for him to attack from an extra .5" away. CHAPTER 6: Arial Strike: After a team gains a cumulitive 15 kills they can call in an air strike. Plane for air strike costs 25 CP at beginning of game. And anyone wishing to use an air strike must either build a VTOL, Jet, Helicopter, etc. Point is that it has to fly. Not sure yet how air strike will work, but I want them to be able to blow up. Demo Figure: Read Ch. 1 and the following weapons apply to him (a demo figure is limited to any two types of explosives that must by determined before the user before hand) When a bomb goes off all other bombs within range also explode for an accumulated explosion. Small Explosive: Standard explosive. Set then one turn later goes boom! Can be set on vehicle, building, whatever. 5" radius. Timer Explosive: Set for a number of turns that the user chooses, but can only go off during that turn unless set off by another bomb. 5" radius. Accumulated Explosive: An accumulation of bombs exploding. Say a timer goes off thus meaning all other bombs also go off. The original 5" radius or 3" for grenades is started and then an additional +3" is added for each explosive is added. (Sticky) Grenade: Thrown by user with a blast radius of 3. Used like a dice roll. 10" - 4 roll. 15" - 6 roll. 20" - 8 roll. can be thrown at vehicles which results in immediate explosion of vehicle if it is hit. All figs inside are also killed. CHAPTER 7: Objectives: Not sure yet, but Ill get some. (Capture the flag, demo, etc.)