ColonyColonyGreetings. Colony is a set of rules that was never meant to stand alone. It is completely dependent on the Brikwars wargamming system. DO NOT TRY THIS GAME WITHOUT FIRST KNOWING BRIKWARS. That being said, these rules are in two parts- the main Colony rules and the Colony Technology Tree. Colony is set in the near future, so the lowest TekLevel you can play at is TL4. If you choose to, it is possible to modify the rules to accomodate a lower TL, but it is not reccomended, as these rules are the result of many hours of playing with LEGO® bricks. Now, please enjoy the game Colony!
ColonyA Supplement to BrikwarsContents
1.0- Basic Gameplay1.1- IntroductionThis game is meant to be an extension of the Brikwars system. Mike Rayhawk owns the copyright to that game, so I can’t claim any rights to it. However, using this unofficial supplement will save (or give) you tons of headache while assisting your campaigning. This game is also meant to be played with miniatures and models. They are necessary for battles, but are not mandatory for everyday managing of your colony. I think it’s nice to have everything represented, but that’s only my opinion. We generally start the game with 50 to 100 Cp's. The only other general rule we play by is that you may only have a colony on one planet at a time. Have fun! 1.2- Buying and Selling
1.3- Research
Advanced research topics are ones too complicated to figure out easily, or in a short period of time. These topics are sometimes good enough that players agree to put limitations on them, such as, “You can only use one scientist!” Advanced topics take a minimum of 15 days (Labs cut that time in half. Refer to 2.3- Structures).
All troop weapons appropriate to your TekLevel are automatically researched as soon as you land your colony ship (or reach that TL). Siege weapons at your TekLevel are researched as normal topics. If you want to research anything above your TekLevel, you must first research to that TekLevel (an advanced topic limited to 3 scientists). Colony has a technology tree, but you are not limited only to those topics. If you have a good idea that everyone agrees on, insert it wherever you feel it fits. Please see: Supplement TT- Technology Tree. 1.4- Mining
1.5- Battles
1.6- Colony News
1.7- Construction
Six is the maximum number of Technix that can work on a building at one time, unless it is a big building. Then you have to assign more Technix without lowering the construction time. Again, use common sense. Once built, some buildings may require workers to operate them. Buildings included in these rules can be found under 2.3- Structures. Others may have these requirements set by you. 1.8- Sector Map
O: Oceanic
T: Terraform
M: Mountainous
V: Volcanic
D: Desert
S: Moon
G: Gas Giant
I: Ice Planet
To determine which planet you initially land on, roll 2d6. Before looking at the Sector Map, indicate which die is the X co-ordinate (horizontal numbers) and which is the Y co-ordinate (vertical numbers). Now see which planet you’ve landed on. Be sure you have your colony ship packed before this, though, because this is the point where you launch your ship! To move around on the Sector Map, you must build a colony ship or carrier. Since a colony ship can only keep your people alive for 30 days, its trips must be short and sweet. You can’t park a colony ship on the edge of the map indefinitely. (Although you could with a carrier! Carriers have built-in barracks. See 2.4- Colony Ships). It takes one day to move horizontally or vertically on the map. Once you get to that planet, you must spend a whole day resting and refueling there. By researching an alternative means of propulsion, you could shorten that time. If you land on a rival colony’s planet, or a planet with their units on it, a Brikwars battle is to be held that day. If that day is not possible, postpone all other gameplay until it takes place. 2.0- Basic Units2.1- Units There are some minifig units that are needed to play Colony. All necessary ones are listed here, and others may be found on the Brikwars website.
2.2- Vehicles All vehicles are bought using Brikwars stats. Vehicles take the same number of days to build as their class number. Hover-fliers bigger than 400 may only fly in outer space. Another vehicle outfitted with a Recovery Bay must be flown into orbit before you can construct the super-flier. 2.3- Structures Colony requires several special kinds of buildings. The table below lists the basic ones, but you are free to come up with any kind you want.
*-Having a Construction Yard or Vehicle Factory in a building will make that structure cost 10 extra Cp’s (Recovery Bays- Brikwars). Having a Recovery Bay in a vehicle will allow you to build vehicles outside your colony area. **-Require research before you can build them. 2.4- Colony Ships There are different kinds of colony ships, each with its own advantages. Once landed on a planet, colonists can survive off of it for 30 days. Or, in the case of an expedition, once the ship starts being used, minifigs can live on it for 30 days. After that, any colonist without barracks to live in dies.
Remember: you can only take with you technologies of your TL or lower. Any that you don’t bring are lost and must be re-researched. 2.5- Carriers
An example of a carrier would be a Warship, or Destroyer. This carrier focuses on sheer firepower instead of conveniences. A true Carrier, however, is meant to be a flying Colony, with a Medibay, Construction Yard, and Lab. Carriers often include a Vehicle Factory in order to produce/house/fix smaller fighter craft. Colony Technology Tree |