Cost:(Size)x3CP; Use:(Size)+2; Range:((Size)x4)+2"; Effect:(Size)d6 of Move penaltyGlop-Gun (M) [Bastard Anti-mobility Gun]; 5CP; UR 3; Rng 10"; Effect:(Size)1d6+1" of Move penalty; Two-Handed
Glop cannons, “fwip-fwip” web-shooters, bolas, net-launchers, gravity snares, sticky monster spit and other thematically appropriate devices can fit under these stats. A creation hit by this weapon can attempt to struggle free, using its Action (or the Action of its operator(s)) to make a Skill Roll against the d6s of Move penalty every turn until it exceeds the penalty and breaks free. Other units may come to the aid of such a bogged-down unit, combining their Skill Rolls.
Countermeasures (such as solvents or even water) may aid in freeing an affected unit or even automatically remove the mobility hampering, as appropriate.Anti-mobility Grenade
Cost: (XSize) x2CP*; Effect:(X Size) Inch Radius of Slow Field; Notes: Use and Range determined by Launcher
This device applies a similar principle as the Anti-mobility Gun, but in convenient “glop grenade” form. The basic form creates a Slow Field with 1d6 of Move Penalty. For stronger forms with higher Move Penalties, simply pay as you would for an equivalent-sized Slow Field. So a Size 1 Glop grenade upgrades to 2d6 Move Penalty costs 2 CP, while a mighty Size 4 Glop Bomb that bogs units down for 4d6 Move Penalty would cost 16 CP.Armor Piercing Projectile (+1 CP)(From a discussion with Stubby)
Usable once; cancels 1x Shielded on target.Automatic ShotgunRules text adapted from Brikwars 2010 rules.Cost:(Size)x4CP Use:(Size)+2+Auto Range:((Size)x2)+2" Damage:(Size)d8-distance Notes: -1 Auto Penalty per Arc or Burst beyond 1, may require Reload, 1" KnockBack to minifigs, Target Size modifiers affect DamageBastard Automatic Shotgun (M) 6CP; UR 3; Rng 6"; Dmg 1d8+1 - (distance);
Notes: Two-Handed, -1 Auto Penalty per Arc or Burst beyond 1, may require Reload, 1" KnockBack to minifigs, Target Size modifiers affect Damage
Automatic Shotguns are the bastard offspring of BlastGuns and MachineGuns. Despte being more expensive and complex to operate than standard BlastGuns and having shorter range than MachineGuns, they are among the most versatile of Automatic Weapons, allowing for Arc Fire, single-shot blasts, or multi-shot Bursts, depending on the needs of the situation. They fire a large number of shots in rapid succession. Buckshot, grapeshot, and flechette rounds are the most common examples, but Blast-type effects can also be seen in weapons like sonic cannons, chaff launchers, and exploding alien seed pods. Unfortunately, while Automatic Fire is good for increasing a Automatic Shotgun's damage output, it also has a tendency to burn through its ammunition (or to jam, overheat, or lock up in some other way, if ammo isn't an issue). Though its blast is powerful at short range, the shots disperse and do less Damage to targets further away. For every full inch between the target and the end of the Automatic Shotgun barrel, the Damage to that target is reduced by one, to the point that more distant victims might not take any Damage at all.
Minifg-sized or smaller targets that take any Damage from a Automatic Shotgun blast are automatcially Knocked Back one inch.
The more Automatic Fire an Automatic Shotgun uses, the higher the chances of hitting one of these mechanical limits and becoming Inoperative. An Inoperative weapon can be indicated by pointing the barrel skyward when possible, or attaching a small brick as a temporary reminder. The weapon can can still be moved around as normal and used as makeshift club, but it can no longer be fired until it's Reloaded.
Fortunately, Reloading is easy - regardless of the Weapon's Size, any minifig operating the weapon (whether directly or from a pilot or gunner's seat) can Reload it with a single Action, making it ready to use again on the following turn. Unlike Launchers, Automatic Shotgun never suffer from a lack of spare ammunition; additional Reloads are always mysteriously available, and Minifigs know better than to ask questions about where they come from. An Automatic Shotgun can't be Reloaded and fired on the same turn, even by multiple minifigs using their Actions together.Arc Fire and Reloading
When an Automatic Shotgun is used for Arc Fire (beyond 1 Arc), the player chooses the size of the Arc he's going to attempt (setting the overall Auto Penalty), and, starting from one end and moving to the other, rolls a separate Attack Roll for each target in order. However, after each roll, if the number on the Skill die (before applying bonuses or penalties) is smaller than the Auto Penalty, then the weapon has hit its limit. It fires that final shot and then becomes Inoperative. For instance, an Automatic Shotgun firing across three units of Arc would hit its limit if the player rolled a "1" or a "2" when firing at any of the targets.Burst Fire and Reloading
Unlike other Automatic Weapons, an Automatic Shotgun can also be used in Burst Fire, firing multiple blasts at a single target. The player chooses the number of blasts he's going to attempt in a Controlled Burst, and this determines the overall Auto Penalty; he receives a cumulative -1 for each blasts in the Burst he plans to attempt. The player rolls a separate Attack Roll for each blast. For each roll, if the number on the Skill Die (before applying bonuses or penalties) is less than the Auto Penalty, then the Automatic Shotgun hits its limit. It fires that last blast and then becomes Inoperative.Auto-Repair/Damage Control System (+1 CP)
This is a limited version of a Mechanik's Mechanikal Aptitude
, and it lets a construction with a mind (such as a starship with on-board A.I., magical sentient castle, or undead monstrosity made out of corpses it has stitched on it's abominable form) initiate its own Patch Repairs, provided the blasted-off bits are still within its Construction Radius
or if it has a handy stash of spare parts in a repair bay/workshop/meat locker somewhere nearby.Charge Up (+0 CP: the penalties balance the benefit)
Typically reserved for large, sci-fi energy weapons (but you can apply this to weird magic weapons or whatever), this ability lets a weapon charge up it's power (similar to a creation Gathering Power) and unleash it in one big hellish blast, pooling its saved-up damage as per Combined Fire.
The player receives a cumulative -1 for each turn in the Charging Sequence he attempts (as the accumulating power makes the weapon shake and be otherwise unsteady), and rolls an Attack Roll. If the number on the Skill Die (before applying bonuses or penalties) is less than the number of rounds charged up, then the weapon overheats and must cool down an equivalent number of rounds before becoming operational again. If a critical failure is rolled, the weapon suffers a catastrophic overload and blows up the saved damage dice, centered on the weapon, for a radius equal to the damage dice.
Example: a 2d6 Gun is being Charged Up over 3 turns to do 6d6 damage. On the second turn of the Charging Sequence, the minifig may choose to blow his load prematurely, and take only a -2 penalty for 4d6 points of damage, having to roll above 2 to avoid meltdown. On the 3rd turn, the gun is ready to erupt forth with a mighty 6d6 discharge, but at a -3 penalty, and
the operator has to roll above 3 for it to function properly. If the operator rolls a crit fail, it explodes for 6d6 damage, in a 6" radius, centered on the weapon.
So basically, instead of firing three separate 2d6 damage blasts over 3 turns, you're saving up power over 3 turns to unleash one 6d6 blast.
Obviously, Gunners may use Gunnery Support to lend their aid with this as usual for mounted weapons.Cover CloudsCost: Size = CP
Smoke grenades, packets of chaff, or globs of squid ink, etc – these “cover cloud” devices are bought like explosives. Thus, an infantry trooper’s smoke grenade would be only 1 element in size, while a spaceship’s chaff-packet might be 6 2x2 cylinders stacked together. They are shot from launchers like explosives (or in the case of a smoke grenade, thrown by a minifig, whose arms are technically launchers), and can be used to target a physical object or simply an empty point in space/air. Once deployed, the device creates a roughly spherical area effect that counts as Armor 0 Cover (i.e. Concealment), with a Field size the radius of which is equal to twice device size (like an explosion). A trooper’s smoke grenade would thus create 2” radius worth of cover (enough for a troop, and maybe a buddy to hide inside, depending on how secure they are in their manhood with huddling that close), while a Mk 3 smoke grenade launched from a tank would have 6” of radius (probably enough to hide the tank and close-by escorting infantry).
Creations inside (or on the other side) the cloud are considered to have Cover to those outside, and vice versa. Two or more creations inside a cloud are considered to have cover in respect to each other.
Units passing through the area of effect (including the unit that launched the cloud) are considered to be in a Slow Field (-d6” of move) if they take time to carefully navigate the possible hazards. Since the cloud of particles doesn't actually
slow movement, units are technically free to haphazardly charge through the field, but are considered blind if their sensory bits (eyes, windscreens, periscopes, etc) are in it ([creations outside the field considered stealthed in relation to those inside, and vice-versa], cannot use reactions to avoid attacks, run head-on into hazards, it's trajectory is treated like a missed shot, etc common-sense effects).
A deployed (non-permanent) cover-cloud decreases in size by 1" radius every turn until it disperses.
Strong winds, currents, or other applicable environmental factors (WISG rolls may apply) may disperse the cloud sooner than normal.
For non-grenade type of cloud-cover (a squid spooging out a stream of ink, a swamp belching forth thick gas, etc), simply buy this as a regular Slow Field, rather than a launched projectile, with the above changes.Scouts
, or any unit with Tracking
can see both ways through a Cover Cloud just fine, and and if they Mark a target on the opposing side of a cover field, non-Tracking units can attack it without penalty. A Scout (or any unit with Pathfinding
) can also lead allies through a Cover Cloud at full-speed.Gas Mask (1 CP)
+2 to Armor against poison gases, smoke, and other airborne Exposure Hazards.Fire Extinguisher Cost: WSx3CP Use: WS+1 Range:(WSx2)+2" Effect: extinguishes WSd4 Fire Inches (up to 2d4 flames - 3d4 and 4d4 flames are simply too hot to extinguish by conventional means) Notes: min. 1 Firing Arc, -1 Auto Penalty per Arc.
Basically the inverse of a flamethrower, which is where I ganked the stats from.
If you're worried about enemies with incendiaries toasting the insides of your creations, you can even rig a few of these up to Mechanisms and make an automatic fire-suppression system.Flash-Seal
Basically, a 1x2 Tile that's placed on or next to a door. It's a full-round action to attach, prime, and activate the Flash-Seal. When activated, the melt/re-freeze effect seal the door and essentially make it into a wall. From that point on, a fig can't just open the door, it has to be busted apart like any other wall.Full Hazmat Suit (2 CP)
Treat this as Armor (ignore one of each type of damage dice) against NBC (Nuclear/Biological/Chemical) Exposure Hazards. Also prevents damage from being exposed to the drivel of the NBC "news" network, but has not yet been tested against similar hazards from CNN or Fox.
Wearing a Hazmat Suit, a minifig can stroll around regular toxic wastelands with impunity, but stronger/more concentrated hazards (reactor core, vat of school cafeteria glop, etc) can still eat through the suit.Implosion Devices
After seeing the black-hole grenades
in “Thor: The Dark World” (the best Star Wars movie since 1983) I just had to make stats for this:Implosive: Cost: ImpSxCP Damage: ImpSd10 Imp Notes: Use and Range determined by Launcher
An Implosion weapon generates a gravity field so powerful that it bends space into a miniature black hole. Think of this as the inverse of Explosions.
When an Implosion occurs, the player rolls the number of d10s in the weapon's Damage rating, and leaves the dice on the table. All objects (or Components, for larger targets) within a two-inch radius of the Implosion center take this much damage, and any loose objects in this radius (including objects which only became loose after being crunched by the Implosion) are pulled toward the epicenter by a force of one inch for every d10 in the Damage roll.
For a 1d10 Implosion, this is all that's required. For Implosion with multiple d10s, after handling Damage for all the objects within the first two inches, remove the highest die in the roll, and count the new total result on the dice that remain. All objects within the next two inches of radius take this new result in damage, and loose objects are pulled toward the epicenter a number of inches according to the number of dice remaining. Objects flung more then 4" into other objects take MOM damage, as they would in any circumstance. Continue removing one die for every two inches and distributing damage and inward pull movement accordingly, until no dice remain in the Implosive Damage.
Damage from more than one Implosion can stack, but the sizes of their radii do not. A hundred 2d10 Implosion in the same spot cause 200d10 worth of Damage in the first two inches, 100d10 in the next two, and none after that. They don't combine into a single massive Implosion with a four hundred inch radius.
Any pieces or units that are both
destroyed by Implosion damage and
have their remains pulled all the way into the epicenter vanish from the battlefield, leaving no trace behind (and are removed from play for the duration of the battle).
Since Implosion Devices cause miniature singularities, a critical fail causes a katastrophic rift in the space-time kontinuum, shunting a target froma black hole, through a white hole on the other side (roll on The Heisenberg Ker-Pow! Table, below). For the purpose of "teleportation", roll a d8 to determine direction (1 = North, 1 = NE, 3 = East, and so on) and take however many inches the initial roll failed by as the distance teleported.
Implosions typically do not set anything on fire.Medical Syringe
This is a 1CP minifig tool that contains medicine to treat whatever ailments, poisons, poisons, or Monstrous contagions are appropriate to your battles. If you're fighting werewolves, it'll have the cure for lycanthropy, etc. You use this on yourself or have it used for you, and you don't have to roll that 1d4 every turn to see if you succumb to the toxin/plague.Missile Jammer
Buy this as Curse SN with however many radius dice you want to assign to the Jamming Projector.Parachute
It's just a minifig tool that negates momentum damage (including the obvious falling damage, and for any weird lateral-movement applications or w/e you may want to mess around with). 1 CP for minifigs, Size x CP for larger creations (so 4CP for a larger parachute on a 4" tankette). Treat it as a mechanism that is triggered by a Bailing action (or manually triggered, if you so desire). As with other dropped objects, you still have to roll against UR (UR=Size), but the parachute causes drift and every inch of parachute increases the UR by 1. So a parachuting minifig has a UR of 2 to hit its target, while that 4" tankette would have a UR of 8, and probably drift way off.Powered Armor/HardSuits/ExoSuits
It's probably best to buy this as a Size 1 or Size 0 vehicle with the minifig inside it acting as a pilot (normal vehicle operation rules apply, and the +1CP Piloting
specialty can be seen as the trooper having the special training and experience needed to operate such equipment). That way you can buy things like additional inches of move into it (Ground, Flying, and/or Thrust), as well as things like Armor Plating, Shielding, Built-in Weapons Systems, etc, and the pilot can still do their +1d8 of Crazy Stunt maneuvers in a turn.Psychik Shield
Like a regular energy shield, but imposes a cumulative -1 Skill Penalty for each die spent. If Skill Penalty becomes equal to Skill Die, unit is disrupted. Typicaly, the minifig's head or hands will function as the projector.Self-Destruct System
Simply put an appropriately sized explosive inside your lair/starship/etc. and then make it a Mechanism
that's triggered (countdown optional, but encouraged) by whatever circumstances you choose, such as when the enemy takes control of your systems, when the last of your crew falls, or when the big red button is pushed. Note that Scouts
can disable this like they can with any other explosive.Shaped charges
For no extra CP cost, an explosive may be modified to have a different area of effect:
* A finger-cone, the wide end of which is equal to what would have been the radius
* A straight line, 1" wide, with a length equal to twice what would have been the radius. You have to actually have one of your units physically present to reel this out. Your 16" of det-cord doesn't magically tentacle-snuggle itself into the enemy base all on its own. 2" radius explosion centered on the line.
So a size 1" explosive could be modified to explode as a finger-cone blast 2" wide on the end or a 4" x1" lineStarship Computer/Power Core/Engineering Bay
Give it SN dice, and then either brains for AI or operators to direct how those dice are spent. If it's a power core, the cliche can include "katastrophically explodes when destroyed or count-down reaches 0" Use SN dice to divert power and boost various spaceship systems (weapons, shields, engines, teleporters, etc).Targeting BeakonCost: Beakon Size (BS) CP; Bonus: BS to targeting.
Beakons may be artillery flares, magic dowsing crystals, infra-red flashers, sub-space quantum-pulse emitters, radios, or anything else that can send a signal to your forces across the battlefield. Drop these off from other units (from bombers or sneak them in via Scouts), fire them as projectiles, give them to your enemies as heartwarming "presents" during the X- mas/Hanukkah/Yule/Kwanzaa/
cease-fire, etc. A deployed beakon lasts BSd4 rounds before burning out.
Similar to Explosive Size (XS), Beakon Size (BS) is measured by amount of briks in the beakon, not the size in inches.Teleportation
Due to the sheer unpredictability of an effect powerful enough to falcon-punch the common understanding of physics (being able to bypass obstacles and such), teleportation is not bought as a regular movement, but rather as SuperNatural Movement dice.
A teleporter operator, which is not necessarily the unit being teleported, (his name is Scotty) makes a Skill roll against the number of inches teleported, and there is potential for Missed Shot inches. A teleporter operator can target an area for a hefty bonus to Skill Rolls, in exchange for allowing one of the other players to randomly choose where the teleported mass ends up (like with Missed Shots).
Upon arrival, the teleported unit is treated as Disrupted for the rest of its turn (due to teleporter sickness, "phasing in" like Chrono units in Red Alert, or existential crisis at realizing it's just a copy and the original was killed on the other end of the teleporter), leaving the unit vulnerable if it was cocky enough to teleport into the middle of an enemy formation.
Any time an object or unit is Teleported, a critical fumble means there has been a Teleporter Malfunction, and the Teleporting player must make a Heisenberg Ker-Pow! Roll.
From the 2001 rules
- Code: Select all
| The Heisenberg Ker-Pow! Table |
| Any time an object or unit is Teleported, a roll of 1 on 1d10 |
| means there has been a Teleporter Malfunction, and the Teleporting |
| player must make a Heisenberg Ker-Pow! Roll. |
| Roll 1d10 | Teleporter Malfunction |
| 1 | Doppelganger Syndrome |
| | |
| | Teleportation proceeds as normal except that two |
| | copies of the teleported object arrive where one was |
| | expected. The two objects are identical in every way |
| | (if you aren't able to scrap together an identical PBB |
| | model on the spot you'll have to substitute a couple |
| | of Blox and everybody will just have to use their |
| | imaginations.) If the duplicate objects are minifigs |
| | or other intelligent units they will seem to get along |
| | for the remainder of the battle, but in the days |
| | afterwards they will inevitably become deadly rivals. |
| 2 | Temporal Misalignment |
| | |
| | Objects experiencing Temporal Misalignment move at |
| | double-speed. This is hardly noticeable when the |
| | object is something like a mineral sample or a coffee |
| | mug, but for active units it can be quite exciting. |
| | Every round, the affected unit takes its turn twice. |
| | At the end of the double-turn, roll 1d6. When the die |
| | comes up '1', the effect wears off. |
| 3 | Phase Shift |
| | |
| | The object arrives slightly out of phase, causing |
| | functional impairment. Living units are Stunned and |
| | somewhat confused. Mechanical units have all their |
| | useful stats (Move", Range, Armor, Damage, etc.) |
| | halved. At the end of each turn, roll 1d6. When the |
| | die comes up '1', the phase realigns and the effect |
| | wears off. |
| 4 | Unexpected Delay |
| | |
| | Because of an unknown error, Teleportation takes even |
| | longer than usual. The object takes an additional |
| | turn to materialize, at which point a new roll on the |
| | Heisenberg Ker-Pow! Table must be made. |
| 5 | Minor Targeting Error |
| | |
| | The object arrives 1d6" away from its intended |
| | destination (Teleporting player's choice). The |
| | object's orientation is anything but right-side-up |
| | (opposing player's choice). |
| 6 | Subatomic Drift |
| | |
| | The object materializes correctly on the macroscopic |
| | level but on the subatomic level everything is all |
| | mixed up. Living brains, computer hard drives, and |
| | any other electrical or quantum data storage is wiped |
| | clean. Minifigs become vegetables; computers become |
| | doorstops. |
| 7 | Reversed Quantum Polarity |
| | |
| | The object seems to materialize correctly but is in |
| | fact a similar but oppositely-natured object from an |
| | evil parallel universe. Good minifigs become evil and |
| | evil minifigs become good. Loyal troops become dirty |
| | traitors. Peaceful healers become homicidal death |
| | machines. Players will have to brainstorm together |
| | and use their imaginations to think of the best |
| | "opposite nature" for a given object, especially for |
| | something difficult like a paperweight or a bowling |
| | ball. Only in rare cases should the new "opposite |
| | nature" be advantageous to the Teleporting player. |
| 8 | Catastrophic Targeting Error |
| | |
| | The object misses slightly and is partially (25%-50%) |
| | embedded in some other object near the intended target |
| | location. Active units may still continue to have |
| | limited function, depending on which parts are |
| | unembedded; living units may remain conscious and |
| | complain loudly for a turn or two before dying a |
| | horrible and agonizing death. |
| 9 | Topology Mismatch |
| | |
| | All the parts of the object materialize but in the |
| | wrong orientation. And not just a little bit wrong, |
| | either. Some parts are melted, some parts are |
| | mangled, some parts are fine but just in the wrong |
| | place; overall the object appears to have gone through |
| | a Teleportational blender. There is no way to repair |
| | the object. If the object previously had dangerous |
| | isotopes or chemicals in containment, then it's time |
| | to clear the area because they are not in containment |
| | anymore. |
| 10 | Subspace Packet Loss |
| | |
| | A tiny part of the object materializes correctly. |
| | Where is the rest? It is a mystery. |
Buy these as a Difficult Terrain Field Hazard, paying the cost for the distance between the point of entry and point of arrival. The lack of having any unit that passes that line be affected is offset by the security of the portal (pass from one bunker to another without going through the battlefield in between). For portal networks, it takes an operator (his name is Walter
) an Action to dial in a new address.PortalGun
This was a triumph.
PortalGun: Cost: WSx3CP+2; Use: WSx2; Range: WSx6"; Effect: See below.Bastard PortalGun (Two-Handed): 6CP; Use: 3; Range: 8"; Effect: See below.I'm making a note here: HUGE SUCCESS.
A portal gun functions as a launcher that fires linked Portals (see above) as its Payload. It's hard to overstate my satisfaction.
A PortalGun's portal radius is equal to the WS of the PortalGun, and the flat surface that the portal opens on must be wide enough for the portal to fit on it.Aperture Science
Units hoping to go through the portal must be able to fit within the portal radius.We do what we must
because we can.
The Payload in this case is not physically loaded into the PortalGun as with a regular launcher, but rather generated by a stable quantum-linked singularity inside the gun itself (hence the +2 CP), so you don't have to worry about ammo.For the good of all of us.
Except the ones who are dead.
A PortalGun can only have two portals open at any given time, and they must be linked to each other. But there's no sense crying over every mistake.
You just keep on trying till you run out of cake.
Since you can only fire a weapon once per turn, it takes 2 turns to set up a pair of linked portals - a fair trade for such an endlessly fun ability.And the Science gets done.
And you make a neat gun.
For the people who are still alive.Tractor Beam
Buy this as a device that has SN movement dice with the Tractor Beam cliche for pulling in ships and moving stuff around the docking bay.Turnout Coat
Treat this as armor against fire. Wearing this, a minifig should be all but impervious to normal, 1d4 flames.Ultralight Composition (+1 CP)
Scientifik development of new materials advances the teknology of armor, making it less cumbersome. The armor reduces its Move penalty (if any) by 1" (on land), and reduces the minifig's movement to the regular movement penalties in water, rather than making the troop drown.
For regular Body Armor, this means the unit may move its full Move Rating (but swims at -1"). For Heavy Armor, this unit regains 1” of move after taking into account the Half-Speed penalty, up to it's full original move rating (so a regular armored minifig with this ability moves 3.5" per turn).
This ability may be taken multiple times, each time reducing the armor penalty by 1".
For the less sci-fi and more fantasy-themed settings, this could be armor made of magically-treated wood or leather.Whip
Range:(Size X 4)
Notes: Grab on successful hit, Whip TricksMinifig Whip
: Size:(S) Cost:3CP Use:3 Range:4" Damage:1d4 Stun
Notes: Grab on successful hit, Whip Tricks
On a successful hit, a whip automatically initiates a Grab against the target. The wielder of the whip may elect to "cash in" their damage die for a Whip Trick die. The Whip Trick die is rolled as normal, and the wielder gets the result as inches to manipulate the target (such as pulling a target X" closer, flinging them into a hazard, disarming their weapon [with the small target penalty for hitting their weapon]), swing from protrusions for X" of movement), etc.
The target may resist a Whip Trick with PoPs as normal.