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Skeletons Vs. Dragons
The point behind this battle was to playtest some new rules that Gino and I had developed for
handling dragons and skeletons in a BrikWars battle. We came up with the following rules.
Skeletons:
Each skeleton costs 5 CP. They have all the abilities and armor that a regular trooper would
have. But since they are undead, they have some unusual skills. As long as they have a head,
the skeleton can function. It can lose all of its limbs, (including its torso!) and still
function. Of course a head with no body doesn't do much, but it can bite with 1D6 damage to
anything foolish enough to get close, and will remain bitten on their target until removed. Each
head adds a -1/2" CMP penalty to anything it bites onto.
As for destroying skeletons, they have a handy dandy skeleton Ker-Pow table. If you beat the
skeleton's armor (which isn't that hard) you roll 1d20 and add that to whatever you are over the
armor, and refer to the following table:
| 1 |
A limb is re-attached |
| 2 |
The skeleton is cloned! |
| 3-8 |
One Limb is removed. Roll 1d4. 1 or 2 is an arm, 3 or 4 is a leg |
| 9-12 |
Two limbs are removed. Roll 2d4. 1 or 2 is an arm, 3 or 4 is a leg |
| 13-15 |
Three limbs are removed. Roll 1d4. 1 or 2 is an arm, 3 or 4 is a leg to specify the limb that is kept |
| 16-17 |
Lose all limbs! |
| 18-19 |
Head is blown clean off body, body stays intact |
| 20+ |
Skeleton is blown completely to pieces |
Skeletons have the following penalties. With one leg, they move at 1/2 speed. With no legs
they move at 1/4 speed. For each arm missing, they move an extra -1". Two-handed weapons cannot
be used if the skeleton does not have two arms. There is a -1 skill penalty to any weapon attack
when limbs are missing.
The neat thing about skeletons, though, is that they can be put back together. 10CP will get you
a skeleton medik, who wears some sort of helmet. The skeleton mediks can put any limb onto a
torso. If he has a body part and a torso, he must roll 4 or more on 1d6 to reattach a limb. There
are no penalties for failure, and he can try as many times as he wants. If he has two skeleton
helpers with him, he can reattach two limbs per turn. If the skeleton medik has lost his own arms,
he needs to get another medik to put them back on. If he has one arm, he can put his other arm
back on, but he needs to have both arms to do any work on any other skeletons.
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Dragons:
Dragons were modelled as one-piece flyers, with pilots. They were given a MK1 blaster, but with
the range of a flamethrower. Thus, they did 1d10+2 explosive, with a range of 8 inches (to put
the dragons within range of an archer) and had an armor value of 1d10+4.
Much simpler than the skeletons, eh?
The costs worked out to being 51 skeletons = 13 dragons. So now we see if these costs and attacks
are even.
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