------------- BRIKWARS 2001 ------------- Copyright (c)1995-2002 Mike Rayhawk -------------------------------------------------------- Note: Due to the limitations of this format, the text version of the BrikWars Manual is necessarily less complete than versions in more advanced formats. Specifically, hyperlinks, illustrations, sidebar commentaries, and some clarifying and explanatory comments have been omitted. For proper formatting, you must view this document in a monotype font such as Courier. -------------------------------------------------------- Table of Contents ----------------- BOOK ZERO: INTRODUCTION Legal Disclaimer (Abridged) -------------------------------- Disclaimer Fair Use Policy In a Nutshell -------------------------------- BrikWars Hyperabridged Foreword -------------------------------- The Enlightened BrikWarrior Don't Be an Anorak! - A Cautionary Overview Optional Rule: The Hammer of Discipline Chapter Zero: Introduction -------------------------------- 0.1 A Brief Prelude 0.1.1 Rules The Rule of Fudge Smiley Ratings 0.1.2 Depth Book Divisions 0.2 Some Assembly Required The Things You Will Need List 0.3 A BrikWars Glossary 0.3.1 Plastic Brick Terms 0.3.2 Game Terms The TekLevel Chart 0.3.3 Some Notes About Points and Pips BOOK ONE: SKIRMISH Chapter One: The Basic Guide -------------------------------- 1.1 The Grand Overview Pre-Game Setup 1.2 Game Cycle Optional Rules: Phases, Simultaneous Action, Dual Action, Initiative 1.3 The Trooper Optional Rules: HitPoints, Dual-System HitPoints, Monster HitPoints Optional Rules: Point Budgeting, Limited Point Budgeting 1.4 Basic Combat Optional Rule: Variable Damage Optional Rule: Dimmy Kombat Optional Rules: Critical Rolls, Better Critical Rolls Chapter Two: The Trooper's Arsenal -------------------------------- 2.1 Weapons and Equipment Optional Rule: Quick and Dirty Armament 2.1.1 Breaking Stuff 2.2 Ranged Weapons 2.2.1 Pistols 2.2.2 Rifles 2.2.3 Death Guns 2.2.4 Explosives 2.2.5 Archery 2.2.6 Thrown Weapons 2.3 Close Combat Weapons 2.3.1 Bludgeons 2.3.2 Blades 2.3.3 Spears Optional Rule: Getting Stuck 2.3.4 Axes 2.3.5 Flails 2.3.6 Incendiaries 2.4 Special-Purpose Items 2.4.1 Armor Optional Rule: Painted Armor 2.4.2 Equipment 2.4.3 Communications Systems 2.4.4 Magikal Potions 2.5 Creating New Weapons and Equipment BOOK TWO: BATTLE Chapter Three: Advanced Combat -------------------------------- 3.1 Ranged Combat 3.1.1 Ranged Attack Modifiers Optional Rule: Friends in High Places Optional Rule: Long Range 3.1.2 NearMiss Rules Optional Rule: Geometric NearMisses 3.2 Close Combat 3.3 More Ways to Attack 3.3.1 Attacking on an Opponent's Turn 3.3.2 Responding to an Opponent's Actions 3.3.3 Cumulative Damage / Combined Fire Optional Rule: Organized Attacks 3.3.4 Automatic Fire 3.3.5 Rasslin' 3.4 More Ways to Die 3.4.1 Overkill Optional Rule: Ricochets 3.4.2 Explosions 3.4.3 Fire 3.4.4 Getting Stunned Optional Rule: Extra Effort 3.4.5 Poison Chapter Four: Interacting With the Environment -------------------------------- 4.1 Moving Around Movement Modifier Chart Optional Rule: Heavy Loads Ground Vehicle Flight Chart 4.2 Non-Combat Action 4.3 Brik Physix 4.3.1 Determining Mass 4.3.2 Acceleration Optional Rule: Gravity 4.3.3 Carrying and Throwing Objects 4.3.4 Shoving and Dragging Objects 4.3.5 Falling Objects 4.3.6 Collisions Chapter Five: Large Targets -------------------------------- 5.1 Building Platforms Complex Interiors 5.1.1 Size 5.1.2 Armor Platform Armor Value Chart Optional Rule: Subterranean Chambers 5.2 Platform Components 5.2.1 Power Sources Power Components Chart Power Lines 5.2.2 Controls 5.2.3 Propulsion Ground Propulsion Flyer Propulsion Boat/Train Propulsion 5.3 Destroying Large Structures 5.3.1 Component Damage 5.3.2 Generalized Damage Heads-Up Displays The Statistic Ker-Pow! Table The Platform Ker-Pow! Table Chapter Six: Vehicles -------------------------------- Optional Rule: Quick and Dirty Vehicles 6.1 The Pilot Specialty: Piloting 6.2 Vehicle Performance Optional Rule: Vehicle Performance Modification 6.2.1 Acceleration, Deceleration, and Turning Optional Rule: G-Force Optional Rule: Exceeding Performance Limits 6.2.2 Propulsion Types Optional Rule: Altitude Chapter Seven: Siege Weapons -------------------------------- 7.1 Mounting Siege Weapons 7.2 Using Siege Weapons 7.3 Siege Ranged Weapons 7.3.1 Ammo-Free Guns 7.3.2 Ammo-Dependent Guns 7.3.3 Ammo 7.3.4 Siege Close Combat 7.3.5 Siege Equipment and Armor The Heisenberg Ker-Pow! Table BOOK THREE: WAR Chapter Eight: Standard Combatants -------------------------------- 8.1 Soldiers 8.1.1 The Trooper Specialty: Marksmanship Specialty: Shock Troop Specialty: Horsemanship Optional Rule: Troop Ratios 8.1.2 Trooper Performance Modification 8.2 Specialists 8.2.1 Amazons 8.2.2 Scouts Specialty: Targeting 8.2.3 Synthetix Specialty: Robot Brain 8.2.4 Slaves Specialty: Pacifism Unit Variation: Timmy Unit Variation: Porter 8.2.5 Pilots Specialty: Piloting 8.2.6 Mechanix Specialty: Mechanikal Ability 8.2.7 Medix Specialty: Medikal Training Optional Rule: Ker-Triage! 8.2.8 Technix Specialty: Technikal Training 8.2.9 Kamikazes Specialty: Kamikaze Bomb 8.3 Elite Troops 8.3.1 Ninjas Specialty: Hand Weapons Only Specialty: Stealth Specialty: Spider Gymnastics 8.3.2 Heroes 8.3.3 Champions 8.4 Civilians 8.4.1 Normal People 8.4.2 Abnormal People 8.4.3 Belligerent People Chapter Nine: Alternate Species -------------------------------- 9.1 Custom Species Base Species Stats Statistic Modifiers 9.1.1 Form 9.1.2 Movement Species Propulsion Modifiers The Ker-Stagger! Table 9.1.3 Intelligence Animal Intelligence Chart Idiot Ker-Duh! Table Sample Stupidity Ratings 9.1.4 Special Abilities 9.2 Animals 9.2.1 Domesticated Animals 9.2.2 Savage Beasts 9.3 Monsters 9.3.1 Monster Specialties Specialty: Evil Specialty: Attacked on Sight Specialty: Contagious Bite Specialty: No Flesh Specialty: Modular Specialty: Regeneration Specialty: Replication 9.3.2 JawJaws and Dimmies 9.3.3 The Horrifying Undead 9.3.4 Cave Monsters 9.4 Humanoids 9.4.1 Fantasy Races BOOK FOUR: CAMPAIGN Chapter Ten: Campaigining -------------------------------- 10.1 Gathering Opponents 10.2 Game Types 10.2.1 House Games 10.2.2 Club Games 10.2.3 Hosted Games 10.2.4 Convention Games 10.2.5 Internet Games 10.3 Gaming Style 10.3.1 Gaming Experience 10.3.2 Age vs. Youth 10.3.3 Minifigs vs. War Machines 10.3.4 Many vs. Few Optional Rule: Squad Warfare 10.3.5 Messy vs. Neat 10.3.6 Scenarios and Goals 10.3.7 Speed 10.3.8 Referees 10.3.9 Campaigns and Diplomacy