--------------------------------- SUPPLEMENT Q: QUIKWARS --------------------------------- In BrikWars, we've tried to cram in rules and descriptions for every conceivable form of destruction-based entertainment, but some players find themselves smothered by this level of detail. For players without the time or energy to take advantage of the full scope of the rulebook, we offer this similar low-calorie substitute, "QuikWars." QuikWars is not compatible with the BrikWars system, but is offered as a simpler alternative. Q.1 Overview of Play -------------------------------------------------------------------------- Players build a battlefield and assemble armies from plastic construction bricks or whatever they have handy. For a 'fair' battle, players can build identical armies in two different colors; but fairness is overrated and there's no reason random and wildly mismatched armies won't work just as well. Rolling dice to determine order of play, the players take turns orchestrating manuevers and assaults until only one army is left standing. A player's turn consists of a Movement Phase and an Attack Phase. In the Movement Phase, a player may move any of his units that are able to do so, and the units may also pick up or drop any objects they come across. When the player has finished moving all the units that he wishes to, he may begin the Attack Phase. During the Attack Phase, no further movement is allowed, but all units with weapons may now make attacks against whatever targets are within range. If they are carrying bricks, they may also choose to build them into constructions during the Attack Phase. Q.1.1 Rolling Dice ------------------ QuikWars uses regular cube-shaped six-sided dice, or 'd6s' in wargaming jargon. 'd6' is usually preceded by a number indicating the number of dice to roll - '1d6' means roll one die; '4d6' means roll four dice and add the results together. In QuikWars, any time dice are rolled, any die that comes up '6' means you must add another die to the roll, increasing your sum. If that die comes up '6,' add another die on top of that. You can repeat this process for as long as you keep getting such lucky rolls. Q.1.2 Wasting Time ------------------ Do not waste time. Dilly-dallying may be punished by severe beatings at any time, at the discretion of the other players. Lollygagging warrants similar chastisement. Any type of filibustering may be met with physical retribution up to and including removal of the tongue or the loss of one eye. Triceps and pruning shears should be kept on hand to act as deterrents. Q.2 Minifig Grunts -------------------------------------------------------------------------- In QuikWars, regular minifig troopers are called Grunts, and they have the following stats: Grunt -------------------+ Move: 5" Health: 2d6 The Move stat tells how far a unit can move during a single Movement Phase - in this case, five inches. The Grunt 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 Grunt can't jump higher than 2", 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). Grunts may pick up or drop any number of objects within reach during a Movement Phase. Lifted objects cannot be larger than a standard 4x2 brick unless several Grunts are working in cooperation. The Health stat tells how much damage a Grunt can absorb before it is killed. In this case, 2d6, or two six-sided dice. When a Grunt takes damage, roll 2d6; if the Health roll is greater than or equal to the amount of Damage, the Grunt lives. If not, it dies - knock the Grunt over and, if appropriate, sever a couple of its body parts. Q.2.1 Grunt Weapons ------------------- A unit may only use one weapon and make one attack in a single turn, even if it has more than one weapon. If several units are in position to attack a single target, they may all attack together, adding their Damage together into a single massive roll. +------------------------------------------+ | Grunt Weapons | |------------------------------------------| | Bare Hands | (zero damage) | | Hand Weapon | 2d6 Damage | | Ranged Weapon | 1d6 Damage, 10" Range | | Shield | +1d6 Health | | Loose Brick | 1d6 Damage, 3" Range | | | (requires two hands) | +------------------------------------------+ Bare Hands: A unit without weapons cannot make attacks. There is no unarmed combat in QuikWars. Hand Weapon: A unit 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 2d6 Damage. Ranged Weapon: A unit with a Ranged Weapon (e.g. a bow, pistol, laser rifle, etc.) may attack any unit or object within 10", as long as it has a clear line of sight to some part of the target, however small. The attack does 1d6 Damage. Shield: A unit with a Shield has a +1d6 bonus to its Health. Additional Shields do not increase this bonus. Loose Brick: Units may carry around loose bricks in one or both hands for whatever reason. In desperate situations, the unit can 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. Throwing or stacking bricks requires the use of both hands. Q.2.2 Grunt Steeds ------------------ Simple Steeds, such as horses, motorcycles, or alligators, have the following stats: Steed --------------------+ Move: 10" Health: 3d6 If a mounted Grunt is killed or knocked off his Steed somehow, then any Grunt may hop onto the abandoned Steed and ride off, regardless of which team they're on. Q.2.3 Grunt Heroes ------------------ Each army should have one special Grunt to be their Hero, although players may elect to allow more Heroes or disallow them entirely. Grunt Heroes have the same stats as regular Grunts, but they get two attacks per turn (which can be combined for a single double-damage attack), and they have the ability to attempt one Stupendous Feat per 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 women, etc. If Xena, Jet Li, James Bond, Jackie Chan, or Arnold Schwarzenegger can do it, then your Heroes are free to try. To attempt a Stupendous Feat, a player declares the Feat his Hero is attempting to accomplish, and then rolls a Stupendous 1d6. One of his opponents rolls an opposing 1d6 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 attempting such a Feat and failing. 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. Q.3 Constructions -------------------------------------------------------------------------- Anything built out of multiple bricks counts as a Construction, whether it's a base, a vehicle, a wall, or part of the landscaping. All Constructions are handled in the same way. In order to damage a Construction, players must focus attacks on its component bricks, in order to separate them from the rest of the Construction. A brick can only be targeted if it can be separated from the model without having to separate any other brick connections first. To see how much damage it takes to separate any individual brick, count the number of studs by which it's connected to the main model. If the Damage exceeds this amount, then the brick is separated from the model and knocked off in whichever direction seems appropriate. If the Damage is especially massive, you may keep separating more bricks until the Damage is used up. Constructions can be easily repaired or rebuilt by simply directing a Grunt to pick up a brick and re-attach it. Attaching a brick counts as the Grunt's one attack for that turn, and takes two hands. Q.3.1 Construction Controls --------------------------- If a Construction has propulsion systems, weapons, or other devices, it will have to have Controls for the Grunts to operate them. Controls may be represented by a steering wheel, a computer console, levers and buttons, etc. Any Controls stuck onto a Construction instantly gain access to all of the Construction's devices. If more than one player has control of a Construction, they may each do whatever they want with the Construction during their own turn. Q.3.2 Propulsion ---------------- A Construction can be made into a Vehicle with the simple addition of Propulsion Units. Each of the following counts as one Propulsion Unit: +-----------------------------------------------+ | Propulsion Unit | Useable on/in | |-------------------------------+---------------| | 1 pair of wheels/treads/legs | solid ground | | 1 sail, 1 pair of oars | open water | | 1 helicopter blade | air | | 1 pair of jets/thrusters | any | +-----------------------------------------------+ Vehicles can carry one Grunt and move 5" per turn for each useable Propulsion Unit, up to a maximum of 15" per turn. If additional Grunts climb aboard, the Vehicle is overloaded and must stop (or land, if it's flying). Q.3.3 Big Weapons ----------------- A Construction may have as many Big Weapons as it likes. All Big Weapons must be fired by one or more Grunts, either using Controls or servicing the weapon itself. A single Grunt can handle a Big Weapon that does 2d6 Damage and has 10" of Range; each additional 1d6 Damage and each additional 5" of Range requires one additional Grunt helping out. Q.4 Victory -------------------------------------------------------------------------- Victory occurs when all opposing units have been wiped out and humiliated. What did you expect?