0.3.2
Game Terms
Many
of these terms will be explained again (in greater length
and specificity) in the chapters in which they appear, so
don't worry too much about memorizing any of them right off
the bat.
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Turn
- A period of time in which a single player moves all the units
he wishes to move and resolves all the attacks he wishes to
make. (1.2: Game
Cycle) |
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Round
- A period of time in which all players in the game have each
completed one turn. Try not to confuse rounds with turns.
(1.2: Game Cycle) |
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Inch
- Although most of the distances in this rulebook are written
in inches, any other standard unit of measurement will do.
You may choose to convert the numbers in inches to some number
of centimeters (three being the usual number, although any
number will be fine). You might decide that the distance
between the tips of your thumb and forefinger is six inches,
and make estimates based on that measuring tool (thus giving
the advantage to players with bigger hands). You can
even change the length of your inches depending on the gravity
of whatever planet you're from - things go farther in low
gravity.
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Unit
- Any person, machine, or installation that has the power to
perform actions in the game. A soldier, a robotic tank, a computer-controlled
machine gun emplacement, and a monkey are all units. A tree,
a coffee mug, an assault rifle, and a dismembered corpse are
not units (unless magikally animated). |
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Skill
- The number of dice in a unit's Skill rating determine the
chances of success in any endeavor the unit is able to attempt.
Non-trivial actions are given a Difficulty number or a Usage
Rating (UR), and a unit must roll this number or higher on
his Skill dice, or suffer ignominious failure. This
roll is called a Skill Roll. Different situations or
considerations might add bonuses or subtract penalties from
the unit's Skill in a given attempt; these bonuses or penalties
are called Skill Modifiers. The Skill Roll that you
make when attacking an opponent is also called an Attack Roll.
(1.3: The Trooper)
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Armor
(or AV for Armor Value) - This number, often a
number of dice, tells how much damage a unit can take before
being injured or destroyed. Every attack causes a certain
number of dice of Damage. When struck by an attack,
if the defending unit's Armor Roll is as much or higher than
the attacking unit's Damage Roll, then the defending unit
suffers no harm. (1.3:
The Trooper)
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Move
- This number describes the maximum number of inches a unit
can travel in a single turn. Certain kinds of actions
decrease the number of inches a unit can travel in the turn
they are performed, and a unit's Move might be impaired by encumbrance
from carrying heavy or clumsy objects. Any effect that
decreases a unit's Move is called a Movement Penalty or -MP".
A Movement Penalty incurred by an item carried by or mounted
on a unit is called a Cargo MP, or -CMP". (1.3:
The Trooper) |
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Cost
(or CP for Construction Points) - Every unit, object,
ability, or advantage in BrikWars is assigned a point cost,
measured in Construction Points or CPs. By comparing CP
values, you can see the relative value of different types and
groups of units. (1.3:
The Trooper) |
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Critical
Roll - Any time a player makes a Skill Roll or an
Armor Roll, if all the dice end up on a one then the roll is
an Automatic Failure. If all dice end up on their highest-numbered
face (all sixes when rolling d6s, all tens when rolling d10s),
then the roll is an Automatic Success. These are called
Critical Rolls. (1.4:
Basic Combat) |
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TekLevel
(TL) - A TekLevel is a number that refers to an
army's teknological sophistication. A unit can effectively
use equipment and weapons from its own TekLevel or earlier
at no penalty. One TekLevel later and they can use the
equipment at a -2 Skill Penalty. Anything more high-tek
than that is useless to them. TekLevels in BrikWars are as
follows:
TekLevel
Chart
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TekLevel
Zero (TL0): StoneAge
CaveMen
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TekLevel
One (TL1): ToolAge
TribalMen:
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ShortBows,
Horses, Ziggurats, TikiMasks |
Timmies
and JarJars:
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Irritating
Demeanors, Explosive Breeding |
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TekLevel
Two (TL2): MetalAge
(BronzeAge)
AncientMen:
(IronAge)
ClassicalMen:
(SteelAge) CastleMen:
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Halberds,
Catapults, Castles |
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TekLevel
Three (TL3): RennaisanceAge
PirateMen:
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Galleons,
Cannons, Muskets |
NapoleonMen:
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Cavalry,
Artillery, Musketeers |
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TekLevel
Four (TL4): ModernAge
WWIIMen:
S.W.A.T.Men:
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Rifles,
Armored Trux, Radios |
ModernMen:
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StealthBombers,
CruiseMissiles |
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TekLevel
Five (TL5): SpaceAge
SpaceMen:
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TekLevel
Six (TL6): StarAge
StarMen:
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DeathGuns,
EnergyBlades, CityStars |
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TekLevel
Seven (TL7): HyperAge
InterDimensionalMen:
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Time
Machines, Sentient Planets |
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NearMiss
- An attack that misses its target tends to strike in the neighborhood
of the missed target. NearMiss calculations are used to
determine where a missed attack hits. (3.1.1:
NearMiss Rules) |
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Explosion
Damage - Any Damage Roll measured in d10s or d20s
causes Explosion Damage. Explosions damage everything
within their blast radius, and tend to set things on fire.
(3.3.2: Explosions) |
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Burn
Level - When an object is on fire, the Burn Level
tells exactly how hot the fire is burning. You can tell
that an object is on fire because fire-colored Brix will be
piled all around it. Normal objects can have a Burn Level
of 1d6 (yellow flames), 2d6 (yellow and red), or 3d6 (yellow,
white, and red). Different types of fuel can burn even
hotter for short periods of time, at 4d6 (white), 5d6 (white
and blue), and 6d6 (blue). (3.3.5:
Fire!) |
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Story
- A Story is a measure of height equal to six Brix (or 2 and
2/8 inches), and is used to measure larger vertical distances
like the altitude of planes, the height of buildings, and the
length of a drop when your minifig falls off of a cliff. |
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Blok-Inch
(or b") - The unit of torque in BrikWars.
One Blok-Inch is the amount of force required to accelerate
an object weighing one Blok by one inch per turn, per round.
(3.6.2: Moving Objects
Around) |
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Power
- The measure of a unit's strength. One point of Power is equal
to five Blok-Inches (5b") of torque. All minifigs,
except where otherwise noted, have 1 point of Power. |
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Siege
Weapons - Weapons that are too big to be troop-portable.
Siege Weapons are designed to be mounted on vehicles or buildings,
in order to blow up other vehicles and buildings. (Chapter
Six: Siege Weapons) |
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Civilization
- Most armies in BrikWars are fielded by Civilizations that
are fairly generic. Some Civilizations have a lot more
flavor, with specific attitudes, strategies, and technological
advantages and disadvantages. |
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Character
- Most units in BrikWars are of a certain generic type.
A Character is a unit with personality, with unique stats and
abilities, who would be able to advance and improve over the
course of several battles if it weren't for the fact that the
mortality rate in BrikWars is extremely unforgiving. |
0.3.3 Some Notes
About Points and Pips
In
later chapters, you will sometimes be given the option to
buy 'points' of certain unit properties, such as Armor Value,
Damage, or Skill. Sometimes these properties will not
be measured by a simple integer, but will also include a number
of dice. If you want to know how many 'points' a die
is worth, in order to purchase more dice, or to convert between
different types of dice, divide the number of faces on the
die by two and add ½. This will give you the
average roll on that die. For instance, 1d6 is worth
3½ points, 1d10 is worth 5½ points, 1d20 is
worth 10½ points, and 1d3 is worth 2 points.
After all the dice's point costs have been added together,
any fractions must be rounded up.
Example:
Suppose you are buying Armor for a MedievalTrooper at a
rate of 1 CP (Construction Point) per 2 points of Armor.
If you want to add 2d6 of Armor, it would cost you 4 CP
(7 points of Armor costs 3½ CP, rounded up). If you
bought another 2d6 of Armor later in the game, it would
cost you another 4 CP. However, if you buy both at
the same time, 4d6 of Armor costs you only 7 CP (3½
+ 3½ = 7, no need to round up).
In
general, when buying multiple points, buy dice whenever possible
(e.g., buy 2d6 rather than 7 or 1d6+4). Remember that
d10's and d20's are usually only used for weapons causing
Explosion damage, or the Armor ratings of Vehicles and Bases.
For everything else, use 1d6's.
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Why
did we call them 'dots?'
Because 'studs' is a term more properly used
to refer to BrikWars players. |
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