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BrikWars September 2, 2000

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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.

Our Medieval little field of battle
The Dragon Cave
The Dragons' treasure
The Skeleton Horde
The evil wizard Tyranus and his guard
The skeletons spread out and advance
The dragons do likewise

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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