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== System == The basic system of BrikWars is intentionally simple and flexible. Each player's units move and make actions during a turn. During this time, enemy units with actions left over from the previous turn may respond (if they haven't already). Appropriate amounts and types of dice are rolled for the particular action being attempted -- a single [[d6]] for one minifig stabbing another with a knife, or 3d10 for a massive mine detonating under a tank, for example. A unit is defined by several statistics: * '''Size''' in inches. A unit's Size functions as the base number of [[Hit Points]] and also governs the amount and size of weapons it can fire in a turn. When the unit's armor roll is exceeded by damage, the unit loses an inch in "Effective Size", which reduces its ability to move or fire weapons. * '''Structure Level'''. A unit's Structure Level determines how many [[d10]]s it rolls against sources of damage (or a single d6 for fleshy units with SL 1/2). It cannot be larger than 5 (and in practice, games tend to be more fun when SL is kept to 4 or lower) or the unit's Size. * '''Move''' in inches. Units can be limited to ground movement, or capable of flight, or maneuverable in varying degrees. A skilled Pilot can coax a few more Inches of movement out of a vehicle with Stunt Driving. * '''Skill''' in terms of die size, which is rolled against the Use Rating of whatever Action the creation wants to attempt. A creature's Mind can be modified to be able to perform multiple Actions per turn, or have bonuses to performing certain Actions, or have limitations in what kinds of actions it can perform. Since the point of BrikWars is to cause destruction, units need to carry (or have built-in) weapons. Weapons are defined by a similar set of statistics: * '''Size''' in inches. A weapon's Size determines everything else about it, with the exact scaling depending on what kind of weapon it is. * '''Range''' in inches, for ranged weapons. * '''Use Rating''', which the using minifig has to roll against and exceed to hit the target. Most misses can just be ignored, but for launchers (which tend to have the highest Use Ratings), it can be more fun to let the (usually explosive) projectile land nearby and cause unintended mayhem. * '''Damage''', which determines the number and type of dice which are rolled against the target's Armor. There's more stuff, like heroes, medics, mechanics, and {{BLAM|fire}}, but it's all based on this framework. The major strength of the system is that it provides a framework for players to craft rules for personal creations. For BrikWarriors interested in roughly balancing forces, it also generates point costs, though (per the philosophy) they're intended to be more like guidelines for the size of a game than a hard-and-fast basis for competitive play.
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