Since I don't have a lot of room to do vehicular type battles, I wanted to do them in MicroScale. My initial thought was just to scale normal BrikWars down so that I didn't have to create my own ruleset. Microspace doesn't help me (I'm building my own version of them anyway) for a lot of reasons I don't want to get into here.

So I built a few MS pieces, picked one, and compared it to a "full size" version. I took some quick measurements of a boxy, implied volume. I came up with a scale of about 12.5%. Which was a little small. I found that, when screwing around with the numbers (keep in mind that I'm math retarded, so who knows if I did any of this "correctly") I found that 25% was a much more usable scale. I'll waffle on that until I have a legitimate battlefield built for reference (I'm thinking it'll end up being 2 or 3 feet by 3 or 4 feet). So, basically, the scale was just for inches (range, move). I'd build the constructions "as though" they were normal size so I didn't have to screw with the dice. The idea was that, at 12.5 or 10%, a 20" move vehicle would only be able to move around two inches a turn and, using basic weapons, fire at half that, or one inch. Moving the pieces around to get a look at it reveals how awkward it is. Doesn't...seem right with the physical size of the models. So, to increase playability, I doubled the scale down to 25%, which produced moves of 5" and shots of 2-3". This would leave minifigs on the ground, represented with 1x1 stacked plates, moving around at 1".

Alright, I can work with that...I guess. But I run into a lot of problems when I start taking into consideration dice rolls that affect inches. Like Stunt Driving. I tried to sort of scale a range of rolls in. Like:

On a d6

1 Fail

2-4 +1 inch

5-6 +2 inch

or a d8

1 Fail

2-4 +1 inch

5-6 +2 inch

7-8 +3 inch

The trouble is, I can't really find a range scale that works through all the die types (I think). The above pattern (3 possibilities lead to a +1, then 2 to +2, then 2 to +3 all the way through 2 to +5 on a d12) has its own flaw (again, I think) in that there is an equal chance to roll for anything above a +1 which means players are only really left with the choice of whether to try for the +1 or to try for the maximum.

I thought about Just simplifying it to those two possibilities (a min and a max), but that plays a bit of havoc on the sabotage thrust dice if a player botches a roll. Also, its lessened variability makes it a little less interesting in this instance.

Sorry, I know its confused but I'd sure appreciate any help working through the idea.