Brick Command: A Wargame

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SPACE MARINE
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Chapter 1: What you will need:

 

-Lego bricks and men (cruddy substitutes are acceptable butfrowned upon)

 

-A place, the size doesn’t matter, but I’d recommend asquare foot for every 50 points of men per a side

 

-note-cards and pencils

 

-a few 6 sided die, and one 20 sided die

 

-a ruler, it must have centimeters, because that’s just whatI use

 

-common sense, don’t look for loopholes, you know what Imean

 

       This is all the stuff I haveto list, these rules and a pint of fun are a given.

 

 

Chapter 2: Your soldiers, errr killer guys

 

How can you have a battle without soldiers?  While, you could have people likemilitias, cowboys, tribal warriors, nazi hating archaeologists, and such, sowe’ll just call them guys.  Astandard guy, with no gear costs 10 points.  His gear costs extra points.  You’ll want to give your guy gear, cause he isn’t toostrong.  Of course, girls count asguys, so yeah, no special name for them. All the guys go on 4x4 stud bases.

 

Basic stats: Minifig

 

Speed (how far it goes): 15 cm.

HP(how much damage it can take):1

Cost(how many points for the unequipped guy):10 points

 

 

A guy can have several types of gear, but can only take whathe can carry.  So nice try, but nosuper mega trooper running around with four breastplates and a suit of  CMC armor, holding more SMGs than theU.S military owns.  Note, runningout of ammo is impossible, and no-one fist fights.  All range measures are from base to base.  A guy may forgo the ability to useweapons to become a medic.  Medicsmay attempt to roll a 15 or greater on the 20 sided die to restore 1 hp to afallen minifig but only on the turn of the player who the fallen belongs tothat comes first after the minifig fell(died).   Make stat cards to show your guy’s armor bonuses andweapons and such.

 

Gear is in 4 types: Weapons, Armor, Morale Boosters, and Mounts

 

Here are some charts on the info:

 

 

 

                 

 

Weapons(whatever a guy can hold):

 

Melee:  A swordor something, a switch, a laser sword, a empty bottle:  Range of, bases must be touching:  Damage of 1:  Cost of 5 points: 1 hand

 

Pole arm: Something like a lance, an electro-pike, a pike, aspear, the arm of a Polish giant, that big thing doppelsoldners have in Age of Empires3:range of 2.5 cm.:  Damage of1:  Cost of 7 points:  Two hand(unless the guy is mounted)

 

Short range: Like a throwing knife or axe, a pistol, a laser pistol, a sling, a sawedoff shotgun, ect.:  range of 5cm.:  Damage of 1:  Cost of 10 points:  1 hand

 

Mid range:  Likea rifle, laser carbine, longbow, javelin: range of 10 cm:  Damage of1:  Cost of 15 points:  2 hands 

 

Long Range:  Asniper rifle, crossbow, beam rifle, ect: range of 20 cm:  Damage of 4(heroes, vehicles, and such have extra hp, plus, overkill is plain fun):  Cost of 20 points: 2 hand

 

Heroic Melee: ancient elven stuff, really big clubs, Holy electro-blade, ect:  Range of bases must be touching:  Damage of 5:  Cost of  20points:  2 hand:  Heroes only

 

Armor (you only get one per a guy):

 

Weak:  Leather,Bucket sheet, ect:  Defense of0:  Cost of free, it’s the standardmodel you have to pay more if you want better

 

Medium:  Magerobe, bronze cuirass, scale male, kevlar, ect:  Defense of 1: Cost of 5 points

 

Heavy: Hardsuit, paladin armor, Persian immortal gear, ect: Defense of  3: Cost 10points

 

Heroic Armor: Blessed Diamond Wargear, whatever a hero wears:  Defense of 6: Cost 15 points:  Heroes only

 

Morale Boosters(only one per a guy):

 

Slight Raise: gum, cash, beverages: +2 attack: Costs 5 points

 

Medium Raise: bonus checks, videogames, ect: +3 attack: Costs 7 points

 

Big Raise: jewels, gold, a cause, ect: +5 attack:  Costs 30 points

 

 

 

Mounts(one per a guy):

 

Normal mount: Donkey, moped, another guy, floating chair, ect:  +1 speed:  +0hp:  Costs 5points

 

Good mount: Horse, motorcycle, speeder bike, ect:  +3 speed:  +1hp:Costs 6 points

 

Great mount: Warhorse, scout mech, ect: +3 speed:  +3hp:  Costs 10 points

 

Heroic Mount: Fel  beast, Unicorn,ect:  +7 speed:  +5hp:  Costs 25 points: Hereos only

 

Chapter 3: Gameplay and those stats.

 

Of course all those stats. seem confusing, but they’rereally not.  Attack is simply thebonus to a die you roll in order to find out if something hit or not.  Defense is the bonus to the die youroll to keep an attack from hitting. Speed is how far a guy can go(in centimeters).  Hp is how much damage a guy can bear.  Also, if you need to use magic, justcount magic as a long ranged weapon, and that’s offensive magic.  White magic is the same as a medic,there’s no defensive magic.  If aguy is behind a barrier 2 bricks high or taller he has cover, plus 1defense.  Barriers may not beclimbed they must be knocked over or circumnavigated.  Barriers include: Walls, Fences hulls, shrubs, trees, ect.  If a guy has two weapons, he gets to make separate attackswith both.

 

Let’s start with a sample turn featuring Joe and Bob.

 

Joe and Bob agreed Bob would go first, they decided byrolling a die to pick the turn order for the whole engagement.

 

Bob has a guy with a melee weapon, a slight raise, andmedium armor.  Bob’s guy advanceshis permitted 15cm to a wall  andstrikes at a guy with the same gear types under Joe who is there. Bob rolls a 4on the d6. Joe rolls a 3 on the d6. Bob’s at attack is equal to 6, Joe’s defense is equal to 4.  Joe’s guy is dead.  It’s Joe’s turn because Bob has no moreguys to command. Joe has a guy with a long ranged weapon, a big raise, and weakarmor 15cm away, on the opposite side of the barrier.  He rolls a 5 on the d6, Bob rolls a 2 on the d6.  Joe’s attack is equal to 10,  Bob’s guy has cover so his defense isequal to 4. Joe has killed Bob’s guy, earning a victory as Bob has no moreguys.

 

That is a basic skirmish, the recommended point allotmentfor a skirmish is 400.  That shouldgive you 30 guys with good gear.  Oh,and on a guys attack, two guys may focus fire, allowing you to roll 2 d6 at thecost of the helpers move and attack that turn.

 

 

 

Chapter 4: Heroes among guys

 

Although most guys are barely worth their salt, there arestrong, skilled guys known as heroes. Heroes have better stats and can carry out difficult tasks.  1 hero is required on each team, and upto 2 heroes are allowed.  Heroescost 25 points, but have better stats and such.  Each hero must have a class that determines their accent andfeat types.

 

The hero’s stats:

Speed:  20

HP: 5

Feat:  Mayattempt something epic that fits their class by rolling 17 or better on the d20

Cost: 25 points

 

There are several hero classes:

 

The Supercommando: Austrian accent:  May liftheavy stuff, dual wield 2 handed ranged weapons(no feat, it’s just a given),and jump barriers up to 3 bricks high as epic feats: think like a ancientSpartan leader  a navy sealcommander, Master-Chief, ect

 

The Rebel Leader: Cowboy drawl:  May inspireall nearby units to focus fire with him without those units loosing their turnsand inspire one enemy to turn sides(once a battle) as epic feats:  think like George Washington, Napoleon  Bonaparte, Jim Raynor, ect.

 

The VIP:  Celebrityvoice:  All guys gain +1 attack(noepic feats):  think Pentagongeneral, emperor of Rome, president, ect.

 

The Agent:  BritishAccent:  Can hijack mounts andscale walls as epic feats:  thinkJames Bond, non-infested Sarah Kerrigan, CIA agent, ect.

 

The Mercenary:  Australianaccent:  has an attack bonus of3(no epic feat):  think Boba Fett,err other random mercenaries

 

The Warrior: battle tempered voice:  +1attack, can dual wield heroic melee weapons (no feat):  think like a paladin, Luke Skywalker, thatguy who killed the minotaur 

 

 

 

 

 

Chapter 5: Artillery and Vehicles

 

Of course, sometimes, infantry and cavalry just won’t cutit.  For that, there are otheroptions.  It’s always satisfying toroll in that heavy dwarven mech and loose your chainguns on a group ofunsuspecting hussars.  Vehiclesattack and defend like guys, but do not benefit from item bonuses and the costof the pilot(s), be it living or not is included.  If you want FLYING STUFF, MAKE A FLYING THING THAT FITS IN 1VEHICLE CLASS, AND ADD 10 POINTS TO THE COST.  FLIERS IGNORE BARRIERS!  THEY GET NO OTHER ABILITIES EXCEPT THAT OF NOT BEINGTARGETED BY MELEE WEAPONS FOR OBVIOUS REASONS! Some heroes pilot vehicles andas such there are hero vehicles. Below are listed the cost of a the classes of vehicles:

 

Small Vehicle: like a jeep with MGs mounted, a chariot with archers, a futuristic buggywith a flamethrower, ect:  Stats:

 

HP: 3

Attack: 2

Speed: 20

Defense: 2

Range of Weapon: 10cm.

Damage (for inbuilt weapon):1

Cost:  20 points

 

Medium Vehicle: Like a siege tank, an APC with a turret, ect.:  Stats:

 

HP:  5

Attack:  3

Speed:  25

Defense:  2

Range of Weapon: 15cm.

Damage:  2

Cost:  25 points

 

Large Vehicle: Like a Heavy mech, a German WW 1 fortress tank, ect:  Stats:

 

HP:  7

Attack: 4

Speed: 10

Defense:  3

Range of Weapon: 25cm.

Damage: 3

Cost:  35 points

 

 

 

 

Heroic Vehicle: Like Jim Raynor’s vulture, an ace crew’s panzer, ect:  This may replace a normal hero:  Stats:

 

HP:  10

Attack:  5

Speed:  20cm.

Defense:4

Range of Weapon: 25cm.

Damage:  3

Cost: 45 points

 

Vehicles are good and all, but, barriers may only be takendown by artillery, some artillery is good against infantry too.    When attacking barriers: 1 attack will remove 1 layer(1 stud’s thickness) from a barrier attack must take 3 turns to “load”. Sohere’s a list of artillery classes:

 

Light Artillery: Culverin, Basitillia, Laser Battery, ect.:    Stats:

 

HP:  3

Attack: 3

Speed:  5cm.

Defense:  1

Range of Weapon: 20 cm

Damage:  1

Cost: 15 points

 

Siege Artillery: Trebuchet, Great Bombard, Ion Cannon, ect:  May onlytarget barriers:  Stats:

 

HP:  8

Attack: Guaranteed (barriers are only legal target)

Speed:  2cm.

Defense: 1

Range of Weapon: 5cm.

Cost:  25

 

Chapter 6: Special Scenarios

 

Sometimes, you will want to carry out missions besides“destroy all foes, so here I have provided rules for a special mission.  If you want more scenarios, make themyourself.

 

 

 

 

 

 

Cleanse the Zombie infestation:  A scenario where you must fight your way through a zombiehoard to reach a checkpoint that represents a nuclear reactor. 

 

-Create a play area 4 foot square

 

-At the area’s center, place the checkpoint (a 8x8 plate)

 

-build a sizeable zombie hoard for one player to control

 

Zombie stats(zombies get no gear):

 

HP: 1

Attack: 1

Defense: 1

Speed:  7cm.

Damage: 0.5

(the zombie player should get 30 of these)

 

Zombie Champion Stats(No gear):

 

HP: 2

Attack: 2

Defense: 2

Speed: 10cm.

Damage: 1

(the zombie player gets 3 of these)

 

Alpha Zombie(No gear for this guy either)

 

HP: 5

Attack: 3

Defense: 3

Speed:  13cm.

Damage: 2

(the zombie player gets 1 of this)

 

-The Survivor Player gets a party of these guys:

 

Survivor stats:

 

HP: 2

Speed: 15

Attack:2

 

 

 

Survivor 1 has:

Weapon: Melee (x1)

Armor: Medium

 

Survivor 2 has:

Weapon: Short Range (x2)

Armor: Medium

 

Survivor 3 has:

Weapon: Medium range (x1)

Armor: Weak

 

-Survivors go first, and start on the edge, zombies can goanywhere to start

 

-The survivors must reach the checkpoint and have at leastone guy on it for 3 of their turns, the zombies win if all survivors die first

 

-For larger areas, multiply the numbers of all zombies andsurvivors by 2 for every extra square foot,

 

Chapter 8: Using this to simulate Space battles

 

If you want to have space battles with these rules, replaceguys with fighters, mounted guys with missile Frigates, Heroes withDreadnoughts/ destroyers or whatever, vehicle heroes with flagships, and raisethe hero cap to 6.  Armorrepresents vehicle plating, ranged weapons represent ranged weapons, meleeweapons represent cluster bombs, morale boosts are the same, the ships shouldbe miniatures that fit on a 4x4 base. Barriers can be meteors, ect.

 

 If you want wetnavy battles, come up with something similar, like guys are gunboats, meleeattacks are boarding parties, ect.

 

 

Chapter 9:  Areaof Effect Stuff

 

Sometimes, plain ol’ weapons won’t be enough.  You’ll want flamethrowers, greek fire,thundaga spells, and all that good crap. The method to make these is simple.  First, get a piece of paper, and make a right triangle 5cmacross. This is your template for AoE attacks like flamethrowers.  The corner that forms the right angleis placed at the edge of the base the attack is coming from.  This is treated as a short-rangeweapon.  Roll individually for eachfigure attacked. 

 

 

 

Chapter 10: This is not for you if:

 

-      You abhor violence

-      You spazz out at the sight of plastic weapons

-      You are not able to understand

-      You take things too seriously

-      You are a megablox lover

-      Other bad things

 

Chapter 11: Any Genre Works, but here are some good ones

 

-Ancient times

-Medieval times

-Renaissance

-the Golden Age of Exploration  (natives would say exploitation)

-The 1800s

-the World Wars

-Now

-Any Sci-Fi

-Any Fantasy

 

Chapter 12: Good stuff to have around

 

You might want this stuff but you don’t need it to play

 

-A camera, to look back at the battle after it’s over

 

-Food, this could take a while

 

-Someone else to play with (it’s hard to fightyourself,  your foe always knowsyour plan if you play yourself)

 

-Chairs, I know you don’t want to stand, admit it

 

Chapter 13: Setting up the battlefield

 

Setting up the battlefield is easy; make some terrain fromLego bricks for the guys to fight across. I’d recommend a good 3 to 6 squarefeet of space; it gets boring if you don’t have a lot of room to maneuver.

 

Remember, the more you put into a battlefield, the moresatisfying the results.  Abattlefield can be any place really, an island, an asteroid, a prison, amansion, anywhere.  On abattlefield, each side should have half the field to set up for normal battles.

 

 

--

If it's life, roll with it, if it's a car roll on it, if it's small and furry, roll over it

November 27, 2010 at 10:11 PM Flag Quote & Reply

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