Term used by plastic brick enthusiasts to describe constructions other than the ones designed by toy manufacturers and pictured on 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. A world of construction bricks offers infinitely more potential than the prepackaged plotlines of lesser toys, and therefore demands a breed of wargame with the flexibility to engage that limitless potential and crush it without mercy.
The MOC Combat rules give BrikWars this flexibility. Rather than presenting specific units and battles with pre-assigned stat blocks and storylines, MOC Combat supplies players with systems to support whatever weird and original units, structures, events, and gameplay they can spill out onto the tabletop.
|Don't worry about having to scuttle your existing armies - all the units, weapons, and abilities listed in the Core Rules are compatible with the MOC Combat system, and players' new custom creations will fit in just fine with the standard old ones.
|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.
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, the more exciting Creations result when players build the MOCs first and then match the stats to the finished models. If a Creation comes out a little more or less
expensive than the budget calls for, that's no cause for alarm; nothing is more militarily authentic than a cost overrun. Players can add or remove
a couple of minifigs from the army to make up the difference later. An arbitrary public execution or two will show the minifigs that their Humans mean business.
Once you've got your model in hand, the first step for any Creation
is to define its Structure (Chapter 7: Structures). All Creations begin with the same two Structural
stats: Size and Structure Level, based on the size of the model and how tough the 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 (Chapter 8: Weapons), Propulsion systems and Pilots (Chapter 9: Vehicles), or even their own Minds and SuperNatural Abilities (Chapter 10: Creatures). Each of these are described in their respective chapters.
|Official Toy Company Models
|It's fun to jump straight
into battle using a company's official retail models, but their
designs often leave a little to be desired. Off-the-shelf
buildings, for instance, reliably suffer from a shortage of staircases
and rear walls. Players can work around this if they're
willing to use some imagination. (And if they're not,
then boy are they playing the wrong game.)
Minifigs must use actual ladders and staircases if they
exist on the model. If they don't, the ladders must be "implied" - off-screen somewhere
but still available for use.
At the beginning of a turn, if a minifig is directly above
or below the level he wishes to reach, he may sacrifice
his Movement for the turn to use an Implied Ladder and "jump" directly upwards or downwards
one level (or as close as the building model allows).
Implied Ladders only exist inside of a Structure. A minifig
standing on the interior of a battlement wall can climb
an Implied Ladder to the parapet; a minifig standing on
the outside can not.
Official models are often built as facades,
with one or two walls present physically and the rest implied. As
with Implied Ladders, Implied Walls exist off-screen
but are dramatically unimportant.
A minifig on the outside of a building facade may only
reach the interior by going over, under, or through the
facade. A minifig that walks around the edge of the facade
is still considered to be "outside," even if
he is now physically on the interior side of the facade.
This violation of Euclidean spatial geometry confuses and angers Humans, who are within their rights to roll 3d6 and - regardless of the result - pick up the minifig and hurl him across the room.
Minifigs on the "interior" of a facade may not
walk around the sides. They must always stay in the area
directly behind the facade.
With no ladders, controls, or means of propulsion, the owner's manual for this siege tower must be truly fascinating.
LEGO Set 8875: "King's Siege Tower," slightly modified
In order to keep things easy for beginning players, the Core Rules limit themselves almost entirely to regular six-sided cube dice (d6es), with an occasional d10 thrown in for the spicier bits. For custom MOCs, however, a wider variety of dice are required.
A d4, d6, d8, d10, and d12.
Fancy dice in all kinds of polyhedral configurations are available for purchase online or at gaming hobby stores. Any real tabletop gamer is well familiar with these and has several pounds of them immediately at hand.
The wider range of dice are treated the same in MOC Combat as the d6es and d10s in the Core Rules (1.2:
Numbers). Each is referred to by its number of faces (a four-sided die is called a "d4"), 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 for the roll (with the exception of the d4, explained below).
While all dice are handled in a roughly similar way, they each have an individual flavor dictated by tradition and superstition.
The Incompetent D4
Shape: Tetrahedron Average Value: 2.5 (no Bonus Dice) Used for: Mindlessness
What's the one requirement of a die? Players roll it and a number comes up.
As far as minimum performance standards go, this isn't a tough one to meet, but a d4 can't manage even that much. Numbers are scattered helter-skelter all over every face, and not a single one of them is "up." Players need a secret decoder ring just to figure out the result of the roll. D4s aren't even that great when used as caltrops, since construction bricks have sharper corners and there are usually a lot more of them.
The d4 is the most unsatisfying of all dice, and is used to represent incompetence and uselessness of all kinds. It is especially reserved for mindless destructive processes, like fire, disease, and consumerism.
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.
The Basic D6
Shape: Cube Average Value: 3.5 (4.2 with Bonus Dice) Used for: Most Everything
Standard units and objects use the square and reliable d6. A d6 indicates a regular unit or object that has the basic features or training to accomplish its duties, but is not otherwise exceptional.
Because the majority of units and weapons are based around the d6, players may end up needing huge piles of them if the battle is very large. Fortunately most gaming hobby shops sell uniform dice blocks of a few dozen small d6es for fairly cheap. Dice blocks in contrasting colors make the game experience a lot smoother, since every player will have plenty of their own dice and they won't have to keep passing a limited supply around the table.
The Specialist D8
Shape: Octahedron Average Value: 4.5 (5.025 with Bonus Dice) Used for: Special Training and Blast Weapons
The d8 is used for units with special training or advanced skills. These are indicated on its Stat Card, either in the stat boxes or in the unit's Specialty descriptions.
The d8 is also used for Blast damage that spreads over an arc, such as a dragon's breath weapon or a ShotGun blast.
The Heroic D10
Shape: Pentagonal Trapezohedron Average Value: 5.5 (5.92 with Bonus Dice) Used for: Structures, Explosions, and Heroes
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.
The SuperNatural D12
Shape: Dodecahedron Average Value: 6.5 (6.85 with Bonus Dice) Used for: magikal and extradimensional effects
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 (and even Heroes) this die is out of reach.
The d12 is also used for magical, chaotic, and energy-based types of damage that bypass a target's Shielded bonuses. Damage from the effects of lightning bolts, ghost launchers, and BrikThulhuian soul disruptors is measured in d12s that cannot be Parried or reduced by Heavy Armor.
The Nonpossible D20
Shape: Nonexistent Icosohedron Average Value: Null Used for: Ensanity
Ia, ia; BrikThulhu Fthnord
The d20 is reserved for BrikThulhu alone.
The mysterious Human overlords rule over all the forces of Kanon. Minifig Clerix teach that a Human is a kind of sentient beer can that grows cheez-powder-flavored meat hands and throws Dice when angered.
|If you wish to make an apple pie from scratch, you must first invent the universe.
|- Carl Sagan
Faced with the myriad possibilities demanded by instructionless bricks, the construction of unique physical Creations is only the beginning. These Creations exist within nebulous realities that only gain definition as the Humans stage battles within them. The Humans' parasitic enjoyment of these battles and the context they build around them are the catalysts around which new BrikVerses coalesce and take form.
|"'It doesn't happen all at once,' said the Skin Horse. '"You become. It takes a long time. That's why it doesn't happen often to people who break easily, or have sharp edges, or who have to be carefully kept. Generally, by the time you are Real, most of your hair has been loved off, and your eyes drop out and you get loose in the joints and very shabby. But these things don't matter at all, because once you are Real you can't be ugly, except to people who don't understand.'"
|- Margery Williams, The Velveteen Rabbit
The law of toys is that toys are only real when Humans believe in them, and they all live in terror of losing their Humans' faith. More important than any victory on the battlefield, minifigs know that they must capture and hold a Human's interest in order to continue existing. Not only are unmemorable battles abandoned, forgotten, and erased from reality, but they create the risk of starting a Dark Age in which a fickle Human turns its attention away to unfathomable and alien subjects like "video games" or "dating."
Creations and storylines in a BrikVerse have different degrees of reality, determined by their Human's belief and interest in them. This belief, and the ontological weight it confers, is called Kanon. For minifigs, the true spoils of a BrikWar aren't the enemies slain or the bricks looted, but the chance to be immortalized in Kanon.
At a battle's end, whether due to victory, defeat, or just running out of time, Human players should pause to drink and feast and reflect on their minifigs' deeds.
Notes or photos can be ignored; accuracy is beside the point. Players decide which characters, events, and creations were the most epic, and which outcomes were most important to the continuing storyline. Sometimes, but not always, this will include who won the battle. Just as likely, they may celebrate the characters that failed in their objectives most heroically. Sometimes it will be about the forces who ignored their nominal goals completely and managed to achieve something ridiculous and majestic in spite of them. Sometimes it will be about the destruction wrought by the cat.
Starting with the most important event, the group of players declares one player as the Winner of that event, and one of his opponents as the Loser. The Winner declares what happens as a direct result of the event, starting with the phrase "After the battle." Subtle or drastic, tiny or world-spanning, as long as the rest of the group doesn't object too strenuously, his story becomes Kanon.
The Loser can immediately modify the new Kanon with a "BUT ALSO" effect. The modification cannot have an effect greater than half the size of the Winner's Kanon effect, as judged by the group's best estimate. Once again, as long as no one objects, his caveat becomes Kanon as well, and the group can either move on to the next most important event or declare their Kanonical meddling complete.
|Kanon Example: Mechs Versus Zombies
|Example: Manda's invasion of medieval zombies has been successfully repelled by her kids Avery and Toby and their defensive force of army mechs. They discuss the high points of the battle.
First Kanon: The unanimous high point of the battle was when Avery's mech killed an airborne burning zombie dragon by jumping up into its butthole and self-destructing. Avery is declared the Winner, and Manda the Loser.
Avery: "After the battle, the mech pilot survived the explosion and is declared king of the army guys and gets his own TV show. The army makes exploding mechs part of their main strategy."
Manda: "BUT ALSO... The mech pilot was wounded in the explosion and one of his arms is infected with zombie dragon poop. Also, no one wants to be an exploding mech pilot, so the army has to force prisoners to drive them."
Second Kanon: The second point of Kanon occurred earlier, when the zombie dragon flew into the chasm to grab burning zombies to throw as projectiles, spreading flames everywhere and setting itself on fire in the process. Manda is the Winner and Toby is the Loser.
Manda: "After the battle, the zombie king develops a new kind of zombie that's immune to fire, so he can use them as flaming weapons."
Toby: "BUT ALSO... they have a weakness against water attacks!"
Third Kanon: The third point of Kanon was when the mechs used all their missiles to blow a fiery chasm into the ground underneath the zombies, halting their advance and setting them all on fire. Avery is the Winner, and Manda is the Loser.
Avery: "After the battle, the chasm gets bigger and fills with water and now the army guys have a moat to protect them from any more zombie attacks."
Manda: "BUT ALSO... the moat water is full of zombie ash, so any people or animals that drink from the water are turned into zombies."
Final Kanon: The overall result of the battle is that the army mechs have successfully defended their city from zombies. Toby is the Winner and Manda is the Loser.
Toby: "After the battle, now that the zombies are defeated, the army can send all its mechs to conquer the orcs."
Manda: "BUT ALSO... everyone knows orcs aren't real. The army guys are just imagining them."
Toby: "Then what am I going to do with all these orc minifigs?"
Manda: "Okay, you're right. BUT ALSO... the orcs are secretly teamed up with the zombies, so there are secret zombie reserve forces waiting to ambush the army from behind as soon as they attack the orcs."
The Almighty Benny
|"O Lord our Father, our young patriots, idols of our hearts, go forth to battle - be Thou near them! With them, in spirit, we also go forth from the sweet peace of our beloved firesides to smite the foe.
O Lord our God, help us to tear their soldiers to bloody shreds with our shells; help us to cover their smiling fields with the pale forms of their patriot dead; help us to drown the thunder of the guns with the shrieks of their wounded writhing in pain; help us to lay waste their humble homes with a hurricane of fire; help us to wring the hearts of their unoffending widows with unavailing grief; help us to turn them out roofless with their little children to wander unfriended the wastes of their desolated land in rags and hunger and thirst, sports of the sun flames of summer and the icy winds of winter, broken in spirit, worn with travail, imploring Thee for the refuge of the grave and denied it - for our sakes who adore Thee, Lord, blast their hopes, blight their lives, protract their bitter pilgrimage, make heavy their steps, water their way with their tears, stain the white snow with the blood of their wounded feet!
We ask it, in the spirit of love, of Him Who is the Source of Love, and Who is the ever-faithful refuge and friend of all that are sore beset and seek His aid with humble and contrite hearts. Amen."
|- Mark Twain
Kanon ensures that awesomeness within a BrikVerse compounds over time, and the Spirits of the Game act to cultivate and intensify that awesomeness without regard for moderation or responsible BrikVersal conservation practices. They shine their favor on minifigs who are awesome more often than on ones who are merely sub-awesome, and the Spirit known to reward the faithful most directly is the Almighty Benny.
For Humans, the majority of BrikWars is about humiliating their opponents and grinding their forces into scattered plastic debris. When an Enemy does something awesome that deserves a reward, on the other hand, the Almighty Benny allows a player to give that Enemy a ray of hope and pride before heartlessly crushing them under heel once again.
Any time an Enemy does something cool that makes the game better, a player can award him an Almighty Benny. Worthy examples include:
To make an Almighty Benny, a player grabs any pair of construction bricks, attaches them together, calls it an Almighty Benny, and gives it to his Enemy. He may give it a name commemorating the act that brought it about (e.g., "The Almighty Benny of Heroic Self-Decapitation.") At any moment from that point forward, the Enemy can break the two bits apart for a bonus one-time Almighty +1d6 to any standard roll or stat.
- hosting the battle, especially if they took care of setting up an awesome battlefield
- building awesome models
- doing anything awesome that causes everyone at the table to say "that was awesome" and exchange high-fives
- doing anything awesome that causes everyone at the table to laugh their butts off, especially when it results in self-inflicted casualties
- demonstrating extreme sportsmanship, character, enthusiasm, genius, bloodlust, hospitality, stupidity, brand loyalty, or any other attribute the player personally finds awesome and would like to see more often
- acts involving beers and/or doughnuts and the awesome distribution of said beers and/or doughnuts
The rules governing the Almighty Benny are as follows:
- Each Almighty Benny can be used exactly once to add a one-time +1d6 to any roll or stat, except when rolling for What I Say Goes or a Heroic Feat.
While each individual Benny can be used only once, if a player has multiple distinct Bennies he can spend as many of them in a single roll as he likes.
- You can only give Almighty Bennies to your Enemies, knowing that they'll almost certainly use them against you (1.4:
The Spirit of the Game).
Theoretically, the recipient can use the Almighty Benny against anyone at the table, but it's much more satisfying for everyone if he uses it against the player who gave it to him.
|Don't give Almighty Bennies to one Enemy in the hope that he'll use them against another, because that's super lame.
- You cannot place any conditions on the use of an Almighty Benny. Once it's in your Enemy's hands, he can use it however he wants.
It's nice if Benny recipients can find a way to spend their Almighty Bennies on actions related to whatever the Bennies were awarded for in the first place, but they can really use it for whatever they want (excluding Feats and What I Say Goes rolls, of course).
There's a slightly less-Mighty type of Benny which grants the same Almighty +1d6, but can't be saved for later turns. An Instant Benny represents a momentary advantage for the army that possesses it. An Instant Benny can be granted at any time, but if it isn't spent, it disappears at the end of the recipient's turn and the opportunity is lost.
|Instant Bennies can't be saved from turn to turn, so there's no point in trying to earn one if you're not in a position to spend it immediately.
Unlike regular Almighty Bennies, Instant Bennies are awarded automatically when certain conditions are met, and their use is subject to restrictions.
There are five situations in which Instant Bennies are traditionally awarded automatically: First Blood, Deadly Ground, Inevitable Betrayal, Last Man Standing, and King of the Hill.
- The Instant Benny of First Blood is awarded to the first player to kill a minifig belonging to an Enemy.
- Instant Bennies of Inevitable Betrayal are awarded to a player who betrays his allies.
Once the First Blood Benny has been handed out, all players acting in cooperation with one another, whether having agreed to simple non-aggression or committed to a full-blown military alliance, are vulnerable to Inevitable Betrayal's sting.
For each alliance a player is involved in, he keeps a pile of Betrayal bricks. If he's in more than one alliance, he can have more than one Betrayal pile, preferably color-coded so that everyone can tell which is which.
At the beginning of each of his turns, a player with surviving allies must decide whether or not it's time to Betray them yet. If he decides to remain faithful to his allies for that turn, then he adds a Betrayal brick to each pile, and continues playing as normal.
If he does decide to Betray one or more allies, on the other hand, then all the bricks in his Betrayal pile for that alliance turn into Instant Bennies that he can spend against his former allies. The more Betrayal bricks he has, the more tempting the Inevitable Betrayal becomes, so players should always keep one eye on their supposed "friends!"
Once the player has Betrayed an alliance, he is no longer part of it and can't be Betrayed in return. If he decides to rejoin the same alliance later in the battle (and if they let him), he must restart his own Betrayal pile for that alliance from scratch, while theirs continue at full strength.
- The Instant Benny of Deadly Ground is awarded to any army that has at least one unit in Enemy territory. Each army can earn this Benny once per turn, and multiple opposing armies can be earning these Bennies at the same time.
In most battlefields, a unit is in Enemy territory if it's closer to that Enemy's starting position than it is to its own. The boundary can be easily marked by placing monuments or landmarks at the halfway points between players.
In scenario battles, territory is defined in more concrete terms - in a siege, for instance, the territory inside the defensive wall belongs to the defenders, while territory outside belongs to the besiegers.
Only the units that are in Enemy territory can use Instant Bennies of Deadly Ground, and they can only use them against the Enemy whose territory they're in.
- In scenario battles, the Instant Benny of King of the Hill is awarded to units who achieve the scenario's special identified objectives.
The most common objectives are to seize and hold particular critical locations or pieces of equipment, frequently involving flags and the capture thereof. Once per turn, each held objective grants a King of the Hill Benny that can be used by the unit or units with uncontested control over it.
- The Instant Benny of Last Man Standing is awarded to any player who only has one minifig left alive at the beginning of a turn. The minifig can continue to get a new Last Man Standing Benny at the beginning of each following turn until he either dies or receives reinforcements.