|

| Ablogical Binding Substance, the strange material from which minifigs and building bricks take form, has unpredictable side-effects. The more that is gathered together, the more ridiculous the improbabilities that arise. These "Koincidences" warp reality in only one direction: the direction of warfare and mayhem, leading some to believe that evil or unworldly minds guide them. These beliefs form the basis for all major minifig religions. |
|
|
MOC Combat
 |
MOC (mŏk)
(n.)
Term used by plastic brick enthusiasts to describe constructions other than the ones designed by the toy manufacturers and pictured on the box covers. MOC is an acronym for "My Own Creation," which more often than not is a bald-faced lie, as fans shamelessly refer to any fan-made construction as a MOC whether it's Their Own Creation or not. |
|
|
 |
The BrikWars Core Rules give players the basic wargame rules and resources to slap a bunch of weapons into the hands of toy figures fresh out of the box and jump immediately into brutish dehumanizing violence.
As noble a pursuit as that may be, the Core mechanics could be applied just as easily to a fighting force of toy cars or teddy bears. In order to truly do justice to construction bricks and the creative potential they represent, players have to be able to field the whole variety of magical constructions and creations their imaginations let them scrap together, for the purpose of smashing them into one another and demolishing them in the most retarded ways possible.
To make this possible, players need an entirely different kind of ruleset - rather than presenting specific units with pre-assigned stat blocks, the MOC Combat rules give players a system to calculate custom stats for whatever original units and structures they come up with. All the standard units, weapons, and abilities in the Core Rules were calculated using this system, so players' new creations will fit in just fine with the existing ones.
Making MOCkeries
 |
| Men of sense often learn from their enemies. It is from their foes, not their friends, that cities learn the lesson of building high walls and ships of war. |
| - Aristophanes |
|
|
 |
Watching minifigs hack and smash each other into plastic bits
is loads of fun, but few generals will be satisfied with minifigs-only
combat in the long run - not while visions of tanks, castles,
dinosaurs, and nuclear assault sleighs dance in their heads.
While it's possible to try to build
a model to match a particular set of stats, you will come up with more exciting Creations if you build the MOCs first and then base the stats
on the models. If the Creation comes out a little more or less
expensive than you budgeted, don't feel bad; nothing is more militarily authentic than a cost overrun. You can add or remove
a couple of minifigs from your army to make up the difference later; an arbitrary public execution or two will show your forces that you mean business.
Design Overview
Once you've got your model in hand, the first step for any Creation
is to define its Structure (Structures). All Creations begin with the same two Structural
stats: Size and Structure Level, based on the size of the model and how tough players decide it is. If the Creation is an asset to one of the players, rather than free scenery, then these two stats
determine the Creation's Structure Cost.
For simple buildings and fortifications, that's all that's required. However, Creations are a lot more satisfying if they're loaded up with Weapons and Gunners (Weaponry), Propulsion systems and Pilots (Vehicles), or even their own Minds and Creature abilities (Creatures). Each of these are described in their respective chapters.
Fancy Dice
In order to keep things easy for beginning players, the Core Rules limit themselves almost entirely to regular six-sided gaming dice (d6es), with an occasional d10 thrown in for some of the spicier bits. For custom MOCs, however, a greater variety of dice are needed to cover the possibilities presented by custom player creations.

| A d4, d6, d8, d10, and d12.
If you've read this far, you almost certainly already have some of these. |
| Elements shown:
dice |
|
Fancy dice in all kinds of polyhedral configurations are available for purchase online or at your neighborhood gaming hobby store. Any real tabletop gamer is already well familiar with these and, if he's worth his salt, will already have several pounds of them immediately at hand.
In BrikWars, the wider range of dice are treated the same in MOC Combat as they were in the Core Rules (1.4:
Rolling Dice). Dice are referred to by their number of faces (a twelve-sided die is called a "d12"), any roll in which all the dice come up with a result of "1" is considered a Critical Failure, and any die that comes up on its highest-numbered face (an 8 on a d8, a 12 on a d12) generates a Bonus d6 (with the exception of d4s, which never get Bonus Dice because they're "special.").
While all dice are handled in a similar way overall, they each have an individual flavor dictated by tradition and superstition, described in the boxes below.
 |
| A d4 inspires a Mega Blok to set his own head on fire. |
| Elements shown:
Mega Bloks, LEGO, d4 |
|
| The Retarded d4 |
| shape: tetrahedron |
used for: uselessness |
|
|
| Average Roll: 2.5 |
with Bonus Dice: (N/A) |
Points Equivalent: 3 |
D6 Equivalent: 1d6-1 |

What's the one requirement of a die? You roll it and a number comes up.
As far as minimum performance stadards go, this isn't a tough one to meet, but a d4 can't manage even that much. Just look at that thing: numbers are scattered helter-skelter all over every face, and not a single one of them is "up." You need a secret decoder ring just to figure out the result of your roll. D4s aren't even that great when used as caltrops, since construction bricks are pointier and you have a lot more of them.
The d4 is the most retarded of all dice, and is therefore used to represent incompetence, uselessness, and retardedness of all kinds. The d4 is unique in that it never earns a Bonus Die, no matter how well it rolls; it will never exceed its low natural limit of 4. |
|
 |
 |
| This minifig's weighted companion d6 is a source of comfort and stability, thanks to its reliable propensity for spawning ridiculous violence. |
| Elements shown:
LEGO, d6 |
|
| The Basic d6 |
| shape: cube |
used for: most everything |
|
|
| Average Roll: 3.5 |
with Bonus Dice: 4.200 |
Points Equivalent: 4 |
D6 Equivalent: 1d6 |
Standard units and objects use the reliable d6. D6es are used for regular units and objects that have the basic training or features to accomplish their duties, but are not exceptional in any way.
Because the majority of units and weapons are based around the d6, you may end up needing huge piles of them if you're playing a very large battle. Fortunately most gaming hobby shops sell dice blocks of 36 small d6es for fairly cheap. A couple of dice blocks in contrasting colors will make your game experience a lot smoother, since every player will have plenty of his own dice and you won't have to keep collecting them and passing them around the table. |
|
 |
 |
| One of these ninjas is much better at camouflaging himself against this black d8 than the other two. |
| Elements shown:
LEGO, Mega Bloks, d8 |
|
| The Expert d8 |
| shape: octahedron |
used for: trained professionals |
|
|
| Average Roll: 4.5 |
with Bonus Dice: 5.025 |
Points Equivalent: 5 |
D6 Equivalent: 1d6+1 |
The d8 is used when a unit is not quite Heroic, but has special training or advanced skills. These are indicated on its Stat Card, either in the stat boxes or in the unit's Specialty descriptions. |
|
 |
 |
| Where d10s are involved, there's no such thing as too over the top. |
| Elements shown:
LEGO, Brickarms, d10 |
|
| The Heroic d10 |
| shape: pentagonal trapezohedron |
used for: constructions, explosions, and Heroes |
|
|
| Average Roll: 5.5 |
with Bonus Dice: 5.920 |
Points Equivalent: 6 |
D6 Equivalent: 1d6+2 |
If something really awesome is happening, odds are good that d10s are involved. The d10 is used for siege-level weapons, vehicles, creatures, and fortifications, as well as for Heroes. They are also the die used for Explosion Damage, where the number of d10s determines the radius of an Explosion. |
|
 |
 |
| This purple wizard uses his supernatural powers to create a new line of My Little Undead Horses. |
| Elements shown:
LEGO, d12 |
|
| The Supernatural d12 |
| shape: dodecahedron |
used for: magical effects and super powers |
|
|
| Average Roll: 6.5 |
with Bonus Dice: 6.850 |
Points Equivalent: 7 |
D6 Equivalent: 1d6+3 |
The d12 is rarely seen in BrikWars, and is reserved for unique supernatural entities and effects. Wizards, demigods, and superheroes may have access to d12s if they're powerful enough, but for regular mortal units (or even Heroes) this die is usually out of reach.
The d12 is also used for magical, chaotic, and energy-based types of damage that bypass a target's Armored status. Damage from the effects of lightning bolts, ghost launchers, and Brikthulhuian soul disruptors is measured in d12s and cannot be Parried or reduced by a target's Armored bonuses. |
|
 |
|
|