Book 2: Battle

Chapter Three: Advanced Combat

Previous PageTable of ContentsNext Page
 Previous Page (Chapter Two: The Fabulous Troopers' Arsenal) - Table of Contents - Next Page (Chapter Four: Machineries of Destruction)

Chapter Sections:

Ranged Combat

Under the Advanced Combat rules, ranged combat becomes a little more complex.  There are a number of situations which affect the difficulty of hitting a target with a ranged attack.  These situations are given Skill Modifiers, which are added to or subtracted from a soldier's skill when firing.  A positive Skill Modifier means the soldier is firing under advantageous conditions, and a negative modifier means the shot is more difficult than normal.
 
If a soldier wants to improve his chances at hitting a target, he can put some extra effort into aiming.  If a unit stands still and aims for a full Movement Phase, he fires at +2 skill in the following Combat Phase.
 
A target that is behind cover is harder to hit.  If 1/3 of their body is hidden, an attacker fires at -1 Skill.  If 2/3 of the target is hidden, an attacker fires at -2 skill.  If the target is entirely hidden, then he is very hard to shoot indeed.  If the target is entirely hidden, but the attacker somehow knows exactly where he is (maybe the cover is just that small, maybe the attacker is psychic, whatever), he can try to shoot the target through the cover.  He does so at -5 to skill, and whatever damage he does has to get through the Armor Rating of the cover.  The target takes however much damage is left over after punching through the cover.
 
A target that is especially big or immobile is easier to hit.  If a target is the size of a Light Vehicle or larger, or if it has not moved for a turn or more, it is targetted at +1 to Skill.  If it is both big and stationary (like a mountain or a building), soldiers attacking it get both bonuses, for +2 to skill.  However, if an object is smaller than your average Blok, and for every 6" it moved on its last turn, soldiers attacking it take a -1 penalty to Skill.  For instance, a bomb under the wing of a jet zipping along at 20" a turn is targetted at -4.
 
Sometimes your only chance to hit an enemy is by pulling off a snap shot when he's running from one piece of cover to the next.  This is called Opportunity Fire.
If a soldier did not make any attacks on the Attack Phase of his previous turn, he can do so on his opponent's Movement Phase, when an enemy soldier moves into his field of fire.  He fires at -2 to skill, and has no chance to aim.

When you miss with some kinds of ranged weapons, you just feel disappointed for a second and then move on to the next attack.  With other weapons, you'll want to know where they landed.  Usually this will be because you've thrown a hand weapon and you want to pick up again, or because you launched an explosive and you want to see what got blown up.  When you want to find out where your attack landed, use the NearMiss rules.

NearMiss Rules
Any time you fail a ToHit Roll when you're throwing or launching something, figure out exactly how much you missed your ToHit Roll by.  This is your MissedBy number.  If you were using a launcher of some kind (a cannon, bazooka, catapult, golf clubs, etc.), then you missed the target by up to (MissedBy x 2) inches.  Your opponent chooses a location within that many inches of the target, within the firing arc of the launcher (45 degrees to either side of whatever direction the launcher is pointing), within the maximum range of the launcher, and at least three inches away from the launcher (a missile launcher cannot hit itself, for instance), and that's where the launched object lands.  If you are throwing an object, then the MissedBy number is the maximum number of inches you missed by.  Your opponent chooses a location within that many inches of the target and within the maximum range of your throw.  He is not constrained by firing arcs, and it is perfectly legal for a SpaceMan to hit himself with something he throws.
 
 

Return to the top of the page.
 

Close Combat

There are a couple of situations that affect the difficulty of close combat as well.  As in ranged combat, close combat weapons can be used in Opportunity Fire, and the same bonuses and penalties for size and speed apply.  There's no point in standing around aiming close combat weapons, and cover doesn't make much difference.
 
The big difference between ranged combat and close combat is that every turn two minifigs are locked in combat, both of them get to try to whack the arms, legs, heads, and torsos off of each other.  Every time one minifig attacks another with a close combat weapon, if the other one survives and has a close combat weapon of his own, he has the chance to counterattack.  A minifig with two close combat weapons can attack with both of them in a single turn - if his target also has a second close combat weapon, he gets a second counterattack.  Even if the target minifig has more close combat weapons than the attacking minifig, he only gets as many counterattacks as the number of times he is attacked.  If a minifig has no weapons, he can use his fists as a single close combat weapon (not as two seperate weapons).  If he has any weapons in his hands, he can't use his fists as close combat weapons.
 
If there's a really tough guy on the field who's causing you trouble, you can send a bunch of guys to gang up on him.  It's just like the old days on the playground.  He gets a seperate set of counterattacks against each attacker, but every successive attacker incurs a cumulative -2 penalty to his Skill and Armor rolls.  For instance, a SpaceMan who gets dogpiled by three enemy SpaceMen would defend with his regular AR and counterattack at unmodified Skill against the first, at -2 against the second, and (if he survives that long) -4 against the third.  No more than four units can gang up on any single enemy unit at a time, otherwise it gets so crowded they start hacking off each others' limbs by accident.

If a trooper tries to break out of close combat, he does so during his Movement Phase.  His opponent gets one free attack on him with one weapon, and he gets no counterattack.  If he has multiple opponents, they each get one free attack.
 
Some special units have a Close Combat Bonus.  This bonus applies only when the unit is engaged in close combat.  The bonus is added to their Skill Roll every time they attack with a close combat weapon, and if they hit, the bonus is also added to their Damage Roll.
 
 

Return to the top of the page.
 

More Ways to Die

We've given you a whole slew of weapons and toys for your little SpaceMen to blow each other to pieces with, and yet they still beg for more ways to kill each other.  You can't fault their dedication.  So, besides the basic Attack Roll / Damage Roll sequence, there are a couple of other ways for the eager general to get his soldiers killed, if he's willing to put up with a few extra rules.
 
Cumulative Damage
First of all, if you have a bunch of units firing ranged attacks on a single unit, you can decide to do Cumulative Damage.  Roll all the units' attacks, and for however many of them hit, add the damage together and roll it all at once.  In certain situations you might opt not to do Cumulative Damage, or to break it up into smaller sets of Cumulative Damage.  For instance, imagine you have nine troopers who can fire on a single heavily armored enemy SpaceMan.  You figure three will be enough to take him down, leaving the other six available to shoot other targets.  You roll the three troopers' attacks, and two of them hit, doing enough damage to obliterate the SpaceMan.  Unfortunately, the SpaceMan rolled an Automatic Success on his Armor Roll, so he laughs it off.  You then decide to use three of the six remaining troopers in another attempt.  This time you succeed, and the SpaceMan is toast.  You now have three troopers left to attack other targets.
 
Explosions
Units may be caught in the blast of an explosion to which they are standing too close.  Any weapon with damage measured in d10's does Explosion damage, and a number of rules have to be taken into account.
 
The first and most important is the AreaEffect rule.  When an explosion goes off, it does full damage to everything within 2", damage minus 1d10 to everything within the next two inches, damage minus 2d10 to everything within the next two inches, and so on until there are no more d10's.  For example, a SpaceMan standing five inches away when a MkIII Grenade goes off takes 3d10+3-2d10 or 1d10+3 damage.  His friend standing one inch from the grenade takes the full 3d10+3 damage.
 
Anything that is not nailed down when an explosion hits, regardless of whether or not it survives the explosion, will be knocked back 1" for every d10 of damage it takes.  Things that are nailed down, like trees and walls, will only be knocked back if they do not survive the explosion damage.
 
If a SpaceMan takes cover behind a wall of sandbags or a big truck or some other large object, he can avoid taking damage from the explosion.  However, if the large object is destroyed, or it is knocked back far enough that it hits the SpaceMan, he will take the explosion damage minus the armor rating of the cover object.
 
For instance: imagine a SpaceMan is standing 2" away from a 1d10  brik wall.  On the other side of the wall, a 3d10+3 explosion goes off.  The wall is an inch away, so it takes full damage.  The explosion rolls for Damage and the wall rolls its Armor; the explosion's roll is higher.  The wall is destroyed and knocked back 3", smacking into the SpaceMan on the other side.  (If the wall had survived, he would have been fine.)  The SpaceMan is 3" away from the explosion, so he takes 2d10+3 damage, minus the 1d10 armor of the wall, for a total of 1d10+3.  Miraculously, the explosion rolls a 2 on its 1d10, doing only 5 points total damage.  The SpaceMan is knocked back 1" but survives with only a few bruises and scrapes.  It might take him a little while to get out from under the wall, however.

Getting Smacked Around and Getting Trapped
Oftentimes, a soldier will be betrayed by his environment.  This may involve falling from great heights, having heavy objects dropped on him from great heights, having heavy objects smack into him at high speed, having heavy objects tied to them and dropped in the ocean, finding himself trapped at the bottom of a well, etc.  Things like this are covered in the Moving Around and Brik Physix sections of this chapter.

Bleeding
We didn't really write any rules for dismembering your opponents, but if you decide a minifig has lost a limb for some reason, he's going to lose a lot of blood.  He takes 1d6 damage per turn until he gets some kind of first aid and bandaging, and he is at -2 Skill until he can spend some serious down-time in a hospital.

Fire!
We always wanted to have things catch on fire during our battles, but it took us a long time to figure out how to signify fire with plastic bricks.  Then we had a revelation, and in hindsight it seems obvious:  Just get a bunch of and yellow brix and pile them up around whatever is on fire.  Fire comes in three burn levels: 1d6, 2d6, and 3d6.  For a 2d6 fire, pile some white brix along with the yellow, and for a 3d6 fire, put some red brix in too.  This way you'll have no problem telling how hot a fire is.  If an object is on fire, the burn level of the fire that afflicts it is it OnFire rating.  Anyone or anything that is on fire takes Fire Damage equal to its OnFire rating (i.e. a 2d6 fire would do 2d6 of Fire Damage to its victim), at the beginning of every Movement Phase.  If this damage is enough to destroy it, it is 'burned down' (if it is something like a tree or a grass hut) or 'burned to death' (if it is something like a SpaceMan or a SpaceMonkey).  Any die that comes up a one on this damage roll means that the fire died down a little (it loses 1d6 from its rating for every die that comes up one).  If the burning object spends a turn rolling around in the dirt or getting sprayed with a fire extinguisher, the fire rating goes down by 1d6.  If the burning object jumps in a lake or is in airless space or otherwise submerges itself in some liquid (besides molten lava of course), the fire goes out.  Anytime one object touches or is touched by a second object that is on fire, roll the second object's OnFire rating.  For every die that comes up six, the first object gains 1d6 of OnFire rating.  (The first object's OnFire rating cannot be raised higher than the second object's.)  Some things do not burn, like rocks or concrete or oceans.  We didn't put in any flamethrowers or firebombs in the Arsenal because while fire is a lot of fun once in a while, all those extra die rolls get to be a pain to deal with on any kind of a regular basis.  If you really want these kinds of weapons, make them up yourself.
 
 

Return to the top of the page.
 

Moving Around

Not all battles are fought on enormous asphalt plains.  In fact, SpaceMen very rarely have any interest in conquering bare asphalt plains.  This is because there are no trees, animals, or innocent bystanders to take stray bullets and get caught in explosions.  As such, they often find themselves dealing with rough terrain.  Minifigs' and vehicles' movement rates are modified depending on the type of terrain they're traversing.  
Return to the top of the page.
 

Non-Combat Action

Sometimes, to further his Civilization's cause, a SpaceMan is forced to take some action besides moving or attacking.  This should generally be avoided, because moving and attacking are very dear to the SpaceMen's hearts.  The morale of early generations of SpaceMen improved greatly as geneticists eliminated their need for food, sleep, and companionship, freeing up more time for these two activities.  Any actions that takes time away from moving and attacking make SpaceMen unhappy and cause them to question their commanders' competence.
 
However, the needs of victory often take precedence over the concerns of morale, and SpaceMen must sometimes act against their better instincts and do somthing other than move and attack.  This type of action is called a Non-Combat Action, and it takes place during the Movement Phase of the acting soldier's turn.  Almost anything that a normal person could do, a SpaceMan could do.  Usually the SpaceMan can perform a Non-Combat Action without any trouble.  If for some reason you want to try something that seems especially difficult, you and your opponent will have to decide on a difficulty rating for it (on a case-by-case basis) and then roll a Skill Roll against it.
 
There are all kinds of Non-Combat Actions.  Civilians go around holding conversations and attending to their dreary jobs.  SpaceSlaves will traipse around picking up the debris of battle.  Medix will attend to the vivisection of the dying.  Soldiers will try to disarm the MkIII Explosives that inevitably get glommed onto their heads.
 
Most Non-Combat Actions cost 1" of movement.  That is to say, taking that action took a little bit of time, and now the soldier has a little less time to spend on moving around.  Things like pulling a lever, opening a door, standing up or sitting down, and picking up or setting it down objects fall into this category.  Other actions may take a whole movement phase, such as operating a computer, taking off a pair of pants, or chewing out a soldier when you bust him back down to private.  If the action is something that a soldier could still do at a dead run, then it doesn't slow him down any.  Actions like this include shouting orders, dropping an object already in hand, sneezing, slapping yourself about the face, etc.
 
SpaceMen driving vehicles don't usually take a lot of Non-Combat Actions, because they're busy driving vehicles.  In the unlikely event that a driver finds himself in the position to take a Non-Combat Action while driving, the rules are a little different.  Any action that would normally take a -1" movement penalty now takes a 45 degree penalty from the vehicle's TurnRate.  Any action that takes a whole turn now prevents the vehicle from turning entirely (the driver is steering with his knees).
 
 
Return to the top of the page.
 

Brik Physix

Brik Physix is where BrikWars really comes into its own.  Up till here, there's not a lot to distinguish this game from any of a million other wargames out there.  Why bother wasting your time learning a whole new wargame just because it uses plastik brix instead of lead miniatures?  You probably fall into one of these groups: If you fall into not just one, but all of these groups, then it sounds like we have a lot in common.  We should do lunch sometime.
 
Wargaming is fun, and building with plastic brix is fun.  What if you could do both at the same time?  Now you can!  There's no reason the building has to stop when the fighting begins.  The nature of plastik brix offers the enterprising commander to modify the terrain in far more constructive ways than just blasting huge craters in it and littering it with smoking debris.  SpaceSlaves can be sent out to collect loose Blox and pile them into walls for fortification or stairs for overcoming obstacles.  Mechanix can scavenge the debris from crashed vehicles to build "like-new" vehicles.  Medix can gather up the scattered body parts of their deceased comrades and sew up some temporary vivisect zombies.  What other wargame offers that kind of interactivity?  Here are the rules that tell you how to move those Brix into position.
 
Determining Weight
To know what you can do with an object, first you have to know how heavy it is.  A Blok (a two-by-four Brik) has a weight of five.  Minifigs weigh as much as a Blok (five).  Hand tools and weapons have no appreciable weight.  Larger objects weigh as much as their Armor Value.  If a larger object has no defined Armor Value, figure out about how many Blox big it is, and multiply that number by five.  If the object is "nailed down," like a tree, a wall, or a mountain, you have to knock it down before it can be moved.

Moving Objects Around
A minifig can pick up or put down any object up to his own weight for a -1" movement penalty.  An object up to twice his weight will cost -2".  While carrying any object his own weight or greater, the minifig has a -1" movement penalty.  Larger objects have to be shoved or dragged around.  An object up to four times the minifig's weight can be moved in this manner at one-quarter speed, or one-half speed if it has wheels.  If a bunch of minifigs work together, they can combine their carrying strength.  Suppose that you want to move a big boulder weighing eight Blox.  One SpaceMan would have no way to move it, it is too heavy.  Two SpaceMen working together could roll it around at one quarter speed.  Four SpaceMen could pick it up and carry it at -1" per turn.  If there's enough room for eight SpaceMen to get a grip on it, they could carry it around at full speed.

A vehicle can tow or push an object up to half of its own weight (or a quarter of its own weight if the towed object has no wheels) at no penalty.  It can tow up to its own weight (half its weight for unwheeled objects) at half speed.  Like minifigs, vehicles can "team up" to tow especially heavy objects.  Remember that you can't just go around crashing your vehicle into things with impunity - if you try to shove an object with your vehicle and the object's weight is higher than the vehicle's armor, the vehicle takes damage.  If you try to tow an object, roll the object's weight against the strength of the tow cable (rope is 1d6+3, cable is 2d6+3, steel chains are 3d6+3) to see if the cable snaps.
 
Throwing Objects
A minifig can throw objects it is carrying.  The range of a thrown object is five inches, plus the minifig's Skill, minus the object's movement penalty.  For example, imagine a minifig trying to throw a big Blok.  Because the Blok weighs as much as the SpaceMan, it has a -1" MovePenalty.  The range of the object is five inches, plus the SpaceMan's Skill of 1d6, minus the 1" penalty of the Blok, or 1d6+4" total.  If you want to throw a Close Combat weapon, the throw has the same Usage Rating as the weapon, and does the same damage if it hits.  Most other thrown objects' Usage Rating will be three, plus the object's Movement Penalty.  These objects will do 1d6-3 damage, plus the weight of the object.  If any ranged combat modifiers apply, add them to the Usage Rating.  If a minifig misses his throw, use the NearMiss rules  to see where it lands.

Dropping Objects
If an object is too big to throw, then you might try dropping it from a great height to get similar results.  Rolling boulders off high cliffs or driving cars off the roofs of parking garages onto enemy encampments is sure to fill your SpaceMen with glee.  A drop's height is measured in stories (one story is equal to the height of six Brix).  For the most part, a dropped object falls straight down, but you can aim it a little bit.  For every story that it drops, the object can move one inch horizontally.  Whatever it hits, the object does as much damage as its weight, times the number of full stories that it dropped.  If the object has no significant weight, it does as much damage as if it had been thrown.  The object itself takes as much damage as whatever it hits.

Collisions
The final way to move objects is by smashing into them.  Whether this involves a SpaceMan tackling another SpaceMan off of his SkateBoard, a heavy tank smashing down the doors of a Base, or a supersonic jet flying into the side of a mountain, collisions are the spice of life.  When one object collides with another object, the speed and mass of both objects must be taken into account.  First, you have to figure out the CollisionSpeed, or how fast the two objects were going relative to each other.  Find out how fast each object was going on their most recent Movement Phase. (the colliding object is usually considered to be going at full speed, even the collision occurs within the first couple inches of its movement.)  If the objects were travelling in about the same direction, the CollisionSpeed will be the difference between the two objects' speeds.  If they were travelling at right angles, the faster object's speed will be the CollisionSpeed.  If they were travelling straight at each other, add their two speeds together.  If one object is stationary, only the speed of the moving object need be considered.  If both objects are stationary, it would be difficult for them to have crashed into each other in the first place.
 
Once you have determined the CollisionSpeed, divide it by five inches.  (If the two objects collide at a speed of less than 5" per turn, they just bump each other without doing any damage.)  This number is the Damage Multiplier; higher-velocity collisions do more damage.  Each object in the collision does its own Armor Value in damage, times the Damage Multiplier; heavier objects also do more damage.  Also, for every die of damage an object takes (d6's or d10's), it gets knocked back one inch, regardless of whether it survives the damage (unless it is "nailed down," in which case it only gets knocked back if it is destroyed).
 
 

Return to the top of the page.
   
 
 
 


 
Previous PageTable of ContentsNext Page
 
Previous Page (Chapter Two:The Fabulous Troopers' Arsenal) - Table of Contents - Next Page (Chapter Four: Machineries of Destruction)