Chapter Eleven: Armies
The Shadowhawk Army

Controlling thousands of worlds across the Tharcan Galaxy, the M-Throne Empire is committed to using all means necessary to establish the Greater Good for all life-forms. No one has been able to define the Emperor's "Greater Good" precisely, but his "all means necessary" is the largest assembled military force in the known galaxy.
Photo: Kaplan
from "M-Throne Imperial Army Overwatch"
Elements shown: LEGO

"If one keeps his state founded on mercenary arms, one will never be secure; for they are disunited, ambitious, without discipline, unfaithful; bold among friends, among enemies cowardly; no fear of God, no faith with men; ruin is postponed only as long as attack is postponed; in peace you are despoiled by them, in war by the enemy. The cause of this is that they have no love nor cause to keep them in the field other than a small stipend, which is not sufficient to make them want to die for you."
- Niccolo Machiavelli, "The Prince"

Every great civilization has learned through bitter experience to maintain a standing army of trained military professionals. These dedicated soldiers are the men, women, animals, droids, and miscellaneous others who risk their lives (and the lives of as many innocent bystanders as possible) in a constant effort to destroy as many enemies and as much enemy property as they can, all in the name of their faction.

In a typical BrikWars game, each faction is represented by a single color (or group of colors, if a player doesn’t have enough minifigs of a single color). A faction’s professional soldiers are required to wear suits of these colors, and their vehicles and buildings feature these colors prominently in their paint jobs. ‘Camouflage’ means nothing to these hardened minifig veterans; true warriors do not learn French words, due to the widespread suspicion that familiarity with the language inspires their governments to surrender at the first sign of trouble.



11.1: Squads
The Shadowhawk Army

Running this many soldiers as individual units could take hours. Organized into Squads, there's a much greater chance of players reaching the second turn.
Elements shown: LEGO, Mega Bloks, Little Armory

"None of us is as dumb as all of us."
- Despair, Inc.

BrikWars is well set up to send pairs, handfuls, or full half-dozens of individual minifigs and vehicles into tactical skirmishes. For more epic toy campaigns, with units numbering in the dozens or hundreds, handling combatants individually can slow a battle to a crawl. Instead, it's best to group units together into Squads. A Squad moves together, takes its Action together, and attacks and defends together as a single coordinated unit.

Besides improving command efficiency, Squads enjoy a number of other advantages. Attacking and defending as a single unit, a Squad can pool and combine Damage, Momentum, and Counters in a way that its individual units can't, and it can coordinate Skill-based movement like Sprints in order to stay in formation. A Squad also enjoys Safety in Numbers, allowing it to distribute incoming attacks away from its most critical or vulnerable members and soak them up with more durable or expendable ones. And because a Squad is treated as a single unit, many types of bonuses that are normally limited to an individual can be expanded to apply to a whole Squad.

But the most important advantage of organizing units into a Squad is not that it allows them to be directed to horrible deaths with greater machine-like efficiency. It’s that, as they are inevitably slaughtered, they can know that they died as meaningless entries in an org chart rather than as people.

While groups of foot soldiers are the most common, any types of units can be grouped into Squads - Squads of horsemen or assault helicopters operate by the same rules. A Squad is much simpler to handle if it's composed of identical or similar units (a group of knights all on horseback, or a squadron of starfighers), but heterogeneous Squads are just as common (a catapult and its defending crew, or a necromancer and his summoned undead).


Full metal redcoats
Tired of flintlock muskets, this squad of redcoats can't wait to give the rebel colonists a taste of their new submachineguns.
Elements shown: LEGO, Best Lock
The Squad Plate
"All for one, and one for all!"
- Alexandre Dumas

The constructible nature of brick warriors makes them easy to group into quick formations – just take all the Squad members and stick them to a shared baseplate.

The Squad Plate, in effect, combines a number of lesser units into a single super-unit. Instead of having to move Squad members around individually, players can now pick up the Squad Plate and move them all at once. Instead of handling the Squaddies' attacks individually, players roll Attacks for the Squad Plate all together. Players measure Ranges to or from whichever part of the Squad or Squad Plate is most convenient, and instead of having to touch individual Squad members to objects they want to act on, they touch the object with the Squad Plate and all the Squaddies gain access to it implicitly.

In the best-case scenario, a Squad Plate should be an appropriate size for its Squad. As a very general rule of thumb, there should be a 2x4-stud area for each minifig on foot, for example, or 4x8 for each rider on horseback. These numbers can be fudged quite a bit, however, depending on the sizes of available plates in the players’ collections, and whether the troops need to be arranged in some specific formation.

If players don't have appropriate plates available for their Squads, they'll have to decide who is or isn't in a Squad by mutual agreement rather than by putting them on Squad Plates. In cases like these, Range can be measured to or from any convenient Squad member rather than to the plate.

Units can create, join, leave, or change the formation of a Squad Plate at any time during their own turn. On other players' turns, units aren't able to create or join Squads, but they may be able to leave the Squad Plate as part of a Response Action (for example, if they're forced to Bail out of the path of an incoming attack) or as a consequence of opposing players' actions (usually because they're Knocked Back by an Explosion or Collision).


Squad Movement and Action
A Squad moves as quickly as its slowest member, and is as maneuverable as its least manueverable member. A standard Squad of minifigs has Unlimited Maneuvering, while a Squad of Vehicles or riders on Horseback measures its movement with Forward or Stationary Maneuvering (9.2: Standard Maneuvering).

Combined Movement
If a Squad Plate moves through an impediment that inflicts a Movement Penalty or slows it to Half Speed, then the entire Squad suffers the effects until it clears the obstacle, not just the Squad members directly affected.

A Squad can move through spaces that don't have room for it, if there's enough room for the Squad's individual members to pass through (for instance, moving through an archway wide enough for each of a Squad's minifigs, but too narrow for the entire Squad Plate itself), but a Squad can't end its turn in a position where it doesn't fit. If a Squad is going to be stuck in a position too small for it, the Squad can either disband into individual members, change the shape of its Squad Plate to fit the smaller space, or wait until a later turn when it may be able to clear the obstacle all at once.

Combined Action
A Squad is most effective when several or all of its members take the same Action together for a single Combined Action, although members of a Squad are still allowed to take individual Actions with no penalty. This allows a Squad to treat its members' successful Combined Actions as a cumulative effect, combining (for instance) their Damage from successful Attacks, their Momentum in a Collision, or their Size for the purpose of handling large objects. Importantly, any bonuses from Bennies, SuperNatural Effects, or unit Specialties that affect a Squad as a whole can only be applied to a single Combined Action or movement, not to any separate Actions or movement that Squad members may take individually or in separate combinations.

If a Squad uses its Action to Sprint, it makes a single Sprint Roll with the lowest-Skilled Squad member, and the result is used as the Sprint Roll for every member of the Squad, allowing the Squad to stay in formation. (If a Squad uses its Action to Bail, on the other hand, then all Squad members roll individually.)

For other types of Actions, each participating Squad member makes a separate Skill Roll. Often, these rolls can be combined - if a Squad of ten minifigs of identical Skill d6 fires at a target with ten identical rifles, they can simply roll 10d6 and count the number of successful hits. All that matters is how many hits occur, not which specific minifigs were the ones responsible.


Taking no chances
The ambassador from Reptilia keeps his personal medik close at hand, and puts as many armored bodies as possible between himself and possible danger.
Elements shown: LEGO, Little Armory
Taking Damage
One of the biggest advantages of forming a Squad is that it makes it much harder for enemies to focus Damage on any single unit. The drawback is that targeting a Squad as a whole is much easier than targenting individuals - as long as an attacker can target any unit or object within the Squad, or even the Squad Plate itself, it can make an attack on the Squad. Furthermore, since Squad Plates are generally larger than minifigs, opponents making Ranged Attacks on the Squad will often get an Attack Bonus for Target Size (5.1: Making Attacks). (Close Combat Attacks are still based on the Size of the individual units within the Squad, however.)

Single Attacks
Whenever a Squad is hit by a single attack or other source of Damage, the Squad's player may assign the Damage to any unit within the Squad he wishes.

There are exceptions to this rule: an attacker can Single Out a specific unit or units within a Squad if striking the target would be an Automatic Hit (for instance, if the target is Disrupted, involved in a Grab, or otherwise immobilized) or if the target units are at least twice the attacking unit's Size. Moving targets any smaller than that are too difficult to distinguish in the chaos of battle. A Rat (Size 0") could Single Out a Peasant (Size 1") in a Peasant Squad; the Peasant could Single Out a mounted Knight (Size 2"); and the Knight could Single Out an individual Giant of Size 4". Otherwise, Damage done to a Squad is distributed among its members according to the defending player's preference. 

Multiple Attacks
There are many instances in which a Squad might be hit by multiple attacks at once - the collected attacks from an enemy Squad, a group of enemy units attacking in cooperation, the concentrated firepower of a multi-payload weapons platform, or any combination of the above. When this happens, the attacking player makes all their Attack Rolls first, and the defending player distributes the successful hits among his or her Squad members. The distribution should proceed as evenly as possible - no Squad member can take a second hit until every legal target has had its first - but otherwise, defenders can favor whichever units they want when choosing who takes which hits.

Remember that minifigs can't be hit by more than three Close Combat Attackers in the same turn. If a Squad is hit by enough Close Combat Attacks to exceed this limit, the minifigs will have to be passed over after the third attacker when distributing successful hits. Those hits must either be distributed to larger targets, or lost without effect.

If there are targets the attacking player would like to Single Out with specific attacks, then those targets are handled first. First, the attacking player delivers the attacks on Singled Out targets that are Automatic Hits, since these require no Attack Roll. Next, the remaining attackers make all of their Attack Rolls and count the successful hits, assigning as many of the hits as they like to the targets that can be Singled Out. If there are any hits left over, or if the attacker declined to Single Out any targets, the defending player then distributes the remaining successful hits among the defenders. The defender's distribution of attacks must still be even, taking the Singled Out attacks into account - if the attacker loaded two attacks onto one of the Singled Out units, the defender can't distribute a third attack to that unit until every legal target has at least had its second.

Regardless of who is handling the distribution, Damage is rolled as hits are assigned. All Damage from multiple simultaneous attacks is cumulative. When a unit is destroyed or killed, it is no longer a legal target, and further hit distribution can skip over them.

If there are a number of victims with different Damage levels to keep track of, it's good to have a pile of extra dice lying around to use as temporary Damage counters for each of them until the turn is over.

Location-Specific Damage
Some sources of Damage are location-specific, or have additional location-based effects after the initial Damage has been distributed. A nearby Explosion might go off, causing Damage and KnockBack to everything within its Explosion Radius. A massive laser blast might have enough Overkill to take out a series of Squad members along its line of fire, or a rocket-boosted bulldozer might be Plowing Through an audience of monster truck fans. In cases like these, the specific locations of the Squad members is very important.

The defending player is not able to simply claim that all the Squad members were hanging out on an unaffected area of the Squad Plate at the time - that would break the laws of Koincidence, which can only ever increase destruction, not avoid it. But Squad members are well-known for making crazy leaps in order to take bullets for each other, and it's hard to keep track of individual soldiers in the heat of battle. The defending player can grab sturdier or more expendable units from any part of the Squad Plate and Swap them with the targets of the Damage, claiming either that they jumped to the rescue just in the nick of time or that the attackers just weren't paying enough attention to who was standing where.

Any pair of Swapped units must be of equal Size. Even the most inattentive enemies will notice the difference between a minifig and a battleship. They must also be mobile - units that are Disrupted, Grabbed, or otherwise immobilized stay right where they are and take their lumps.


Squad Close Combat
Ranged combat between Squads is relatively simple - players measure the Range between Squad Plates, make their Combined Attack Rolls, and distribute Damage from the successful hits accordingly. But much like Close Combat between individual minifigures, Squad Close Combat is a more involved process.

Levels of Engagement
In Close Combat, a Squad has two possible Levels of Engagement, depending on whether it has brought its Squad Plate into contact with the opponent when it first engages.

If a Squad is close enough for some or all of its members to strike an opponent, but has not brought the Squad Plate into contact, then the Squad can make a Skirmishing attack. Only the Squad members and opponents who are close enough to strike or be struck with melee weapons are involved in a Skirmish Close Combat, although the Squad still takes its Angry Inch all together. This is especially useful for Squads with longer Two-Handed Weapons that want to keep opponents at arms' length, or Squads with mixed melee and ranged units who want to keep their ranged units out of direct contact with the enemy.

A Squad can Swap its members around at the beginning of a Skirmish (whether attacking or defending) to best position themselves, and at the beginning of each turn that the Skirmish continues. Oherwise, the Squad members are stuck in their positions until the Skirmish ends.

If a Squad brings its Squad Plate into contact with the opponent, on the other hand, then it has entered into Full Engagement. The Squad and the opponents are considered to be all mixed up together in a grand melee, and all members of the Squad can participate in the Close Combat, regardless of their relative position to the opponents. Because they are all mixed up together, any Ranged Attacks fired into a Squad that is Fully Engaged will also hit whatever opponents they are Fully Engaged with. The various involved players take turns distributing successful hits to their own involved units as if they were all part of one giant Squad, skipping players when necessary to maintain an even distribution (no player's unit can take a second hit until all players' units have taken their first hit, and so forth).

Any unit or Squad that's involved in a Full Engagement cannot use Actions to target or focus on anything outside of the Full Engagement, unless it first successfully Withdraws. It can still defend itself normally if it's targeted by Skirmishing attacks from outside the Full Engagement.

The Communal Angry Inch
Unlike minifigs, a Squad in Close Combat only takes its Angry Inch once, at the beginning of its first Maneuver (or Counterattack, for defending Squads). (Squads that elect to Ignore their opponents do not get to use their Angry Inch.) Rather than moving units around individually on the Squad Plate, the entire Squad Plate takes its Angry Inch in formation. If there's a unit in the Squad that isn't capable of taking an Angry Inch, whether because it's using its Action for something other than Close Combat or because it's a type of unit that can't take Angry Inches, then the Squad may not take an Angry Inch.

While a Squad and its opponents can easily use Angry Inches to move from Skirmishing range into a Full Engagement, the reverse is more difficult. Squads and other units can only use an Angry inch to to disengage from a Full Engagement as part of an attempt to Withdraw. Otherwise, some part of the Squad Plate must remain in contact with the opponent or opponents.

Squad Maneuvers
Squad Close Combat follows a sequence similar to minifig Close Combat (5.2: Close Combat).

Order of Attack for Squad Close Combat

The Close Combat sequence for Squads is similar to that for individual minifigs. Take each type of Maneuver one at a time, don't use any hand or weapon more than once in the same turn, and whenever one side or the other dies, stop.

  • 0. Active Squad Takes an Angry Inch
    • Unless the active Squad is Ignoring its opponents this turn, it may now take its Angry Inch. Unlike minifigs, a Squad only take a single Angry Inch at the beginning of the turn, not before each Maneuver. This step is not repeated if the Squad chooses to Press the Attack.
  • 1. Active Squad Performs a Close Combat Maneuver
    • The active player declares its Close Combat Maneuver (Attack, Grab, Shove, or Withdraw), and which of the Squad members will be participating.
    • The defending player declares which of his defending units, if any, are going to try to Counter the Maneuver, either by Parrying it or Bailing out of the way.
    • The players resolve the effects of the Maneuver and the Counters.
  • 2. Opposing Units Launch Counterattacks
    • Any opposing units who are still able to make Counterattacks on the active Squad may do so, even if they weren't directly targeted by the Squad's Close Combat Maneuver.
    • Units in the active Squad may attempt to Parry incoming Counterattacks or Bail out of the way. Remember that if the Squad is trying to Withdraw or Ignore the combat, attempts to Parry or Bail will use up the units' Actions.
    • The players resolve the effects of the Counterattacks and the active Squad's attempts to Counter, if any. If the active Squad dies or is Disrupted, its Close Combat is finished for the turn.
  • 3. Active Squad Ignores or Withdraws
    If the active Squad was attempting to Ignore or Withraw and has at least one member still standing, it has succeeded in its attempt. Except for Squad members that used up their Actions to Parry or Bail in response to Counterattacks, the Squad may now move and take Action freely - possibly to engage in Close Combat elsewhere.
  • 4. Active Squad Presses the Attack
    If the active Squad is still in Skirmish range or Fully Engaged with the target and at least one Squad member still has free hands or weapons it hasn't used yet during the turn, the Squad can return to step one and delare a new Close Combat Maneuver against the same target. Otherwise, its Close Combat is finished for the turn.

    Like minifigs, a Squad making a Charge Attack can never Press the Attack. It's limited to a single exchange of Attacks and Counterattacks with its target.

    While most minifigs carry two weapons at most, so they rarely get to Press the Attack more than once per turn, a Squad can sometimes loop through these steps several more times if its individual members are attempting multiple types of Maneuvers that have to be handled in succession.

Rather than handle Squad members' maneuvers one at a time, Attack Rolls and Parrying Rolls are combined as much as possible for efficiency's sake. As long as a group of units has the same Skill die and weapon type, it doesn't matter which specific units hit or miss; only the number of successes matters. They can make their rolls all together in a big pile of Skill dice.

Skill Rolls for Bailing are handled individually. In Squad Close Combat, unlike in minifig Close Combat, Bailing happens before the active units attempt their Close Combat Maneuver. Because attackers aren't targeting specific units in Squad Close Combat, a defending unit's Bail Roll does not have to beat an attacking unit's Attack Roll in order to be successful. Instead, units attempting to Bail out of a Full Engagement are successful as long as they manage to land completely outside all of the Squad Plates involved. Otherwise, they are Disrupted, helpless, and still a fair target for the effects of Close Combat Maneuvers.

Resolving Counters in Squad Combat

In Squad Close Combat, Close Combat Maneuvers, Counters, and Counterattacks are executed in groups rather than individually. Resolving these in proper sequence makes them much easier to handle.

  • Any Bailing defenders make their Bail rolls, removing successful escapees from Close Combat before the effects of any Combat Maneuver or Counterattacks are distributed.
  • Any Attacking or Counterattacking units make their Attack rolls, counting the number of successes for each weapon type.
  • Any Parrying defenders make their Parry rolls, counting the number of successes for each weapon type.
  • The defending player distributes the successful Close Combat Maneuvers and Parries among the surviving defenders. If necessary, the attacking player declares what order successful Attacks are delivered in, and makes Damage rolls as necessary.

When members of a Squad make an Attack or Counterattack, they all make their Attack Rolls, and the defending player distributes the successful hits among the legal targets (all of the targets within the attackers' weapon ranges for a Skirmishing attack, or all of the units involved in a Full Engagement). Damage and other effects are rolled as the hits are distributed, removing targets from the legal distribution pool as they are destroyed or killed. All Damage from the Close Combat is cumulative until the end of the turn.

When members of a Squad make a Grab or a Shove, the defending player distributes them among the legal targets. The effects of the Grabs and Shoves, as well as any attempted Counters, are only resolved once all of them have been assigned, because the cumulative Size of units participating in Grabs and Shoves affects the final rolls. Successfully Grabbed units, along with the units Grabbing them, are moved to the nearest edge of the Squad Plate between them. Successfully Shoved units are Knocked Back from wherever they're standing.

When Skirmishing, but not when Fully Engaged, it's also possible to attempt a Combined Shove to push back an entire Squad rather than its individual members. In this case, the Shoving unit or units total the sum of their Effective Sizes, and the target Squad does the same, and the Shove is handled as though between two units of those respective total Sizes (8.2: Basic Weapons). Remember that a smaller unit can't Shove a larger one, and a larger unit gets +2 to a Shove for ever inch of Size advantage. If the Shove is successful, the target Squad is pushed back the appropriate distance. Otherwise, all the involved units are now Fully Engaged.

"People called Romanes they go the house?"

Imperial Rome has no tolerance for hippies.
Elements shown: LEGO

Combined Rolls Example: Smiting Hippies
Example: Squads of five pikemen (Skirmishing) and ten swordsmen (Fully Engaged) are attacking the three remaining members of a Squad of sign-waving hippies.

Making their Attack Roll, the Roman Squads roll one pile of five dice for the pikes, and a second pile of ten dice for the swords, counting the number of successful hits from each weapon type but with no other concern for which hits came from which specific Squad members. The Squads roll two hits with the pikes and six with the swords.

Once the hits are counted from each set of attacks, the hippies roll a pile of three dice for their attempt to Parry with their signs, with no concern for which successful Parry was achieved by which hippie. They take a -1 Skill Penalty for being Outnumbered, and only one Parry is successful.

The attacking player chooses to deliver the pike hits first, doing two dice of Damage apiece, and the sword hits second, each doing one die of Damage.

The defending player gives hippie #1 the sole successful Parry and the first pike hit. The attacker rolls 3 Damage (thanks to the Parry); hippie #1 survives. The defending player leaves a die with the three facing upwards next to the hippie, to keep track of the unit's total Damage until Close Combat is resolved for the turn.

Hippie #2 takes the remaining pike hit. The attacker rolls 8 Damage for an immediate kill.

Hippie #3 takes the first sword hit. The attacker rolls a 1, Critically Failing and causing no Damage.

With two hippies remaining, the defending player gives the second sword hit to hippie #1. The attacker rolls 2 Damage. Combined with the earlier hit from the pike, this is enough for a second kill.

Only hippie #3 remains, and the defender gives her the next two sword hits. The attacker rolls a 2 and another 2 for a total of 4. It's enough to match the hippie's Armor but not exceed it; the hippie gets one hand chopped off, but survives the attacks.

Although the attacker still has successful sword attacks to deliver, hippie #3 has reached the limit of three Close Combat attacks on a single minifig. The remaining sword attacks go to waste, and the hippie survives to protest for another turn.



11.2: Minifig Specialists
* work in progress

"You can't help respecting anybody who can spell 'Tuesday,' even if he doesn't spell it right. But spelling isn't everything; there are days when spelling Tuesday simply doesn't count."
- Rabbit (A.A. Milne)

There are many types of soldiers, from the generic Troopers to highly trained specialists like Medix and Mechanix. Most Civilizations develop intense training programs for their own unique specialist units. Every type of soldier has its part to play during the course of a battle.

Civilians
"I don't believe that the big men, the politicians and the capitalists alone are guilty of the war. Oh no, the little man is just as keen, otherwise the people of the world would have risen in revolt long ago."
- from the diary of Anne Frank

Sadly, not every minifig in the BrikWars universe is cut out for military service. Whether due to physical, psychological, or philosophical weakness, many unfortunate individuals are denied the opportunity to take part in their factions' campaigns of mass destruction. Even so, this unhappy majority still has its purpose to serve. Without the teeming Civilian hordes, who would build the war machines? Who, like rutting vermin, would breed the next generation of soldiers? How would the military finance its operations, without a large audience for their wars on pay-per-view?

For minifigs, the blood, gore, and agony they cause among their enemies is only half the fun. Piles of steaming enemy corpses are only appetizers in anticipation of the main course of terror, disfigurement, and lifelong psychological trauma that they can bring about by staging battles in the midst of innocent and unsuspecting Civilian populations.

Civilians will almost never have any serious effect on the outcome of a battle (unless one of the Heroes refuses to fight until he gets some doughnuts, in which case his faction had better hope one of the local Professionals is a PastryChef). Civilians exist only to add light-hearted fun and casual casualties, so there's no need to stress out over how their initial placement and control are handled. Players should just go with whatever their playing style suggests.

The simplest way to handle a Civilian population is to place all Civilians, Civilian vehicles, and Civilian buildings as free scenery during battlefield setup. At the end of each round, after all players have moved their own units during their respective turns, there is a Civilian Round during which all players (regardless of whose "side" the Civilians are on) take turns picking an unused Civilian and directing them through their everyday mundane tasks. The Civilian Round can serve as a useful break to relax, step out to hit the refrigerator or bathroom, or explore the complex emotional melodrama of the soap-opera lives of common Civilian minifigs.

Civilians may occasionally form small armies of armed rabble, if the military units get them riled up enough. It can sometimes be fun to play out battles in which one or more armies has a large Civilian component, just to watch the Civilians get blasted in a futile attempt to fight against vastly superior forces. Civilians may sometimes receive unexpected assistance from unaffiliated Troopers with whom they have shared pizza or nachos.


The Civilian
Skill:Skill:d4(Incompetent) Move:4" Armor:4 Specialty: Stupidity (controlled by all players)
Ü Cost: Free


"Laws that forbid the carrying of arms disarm only those who are neither inclined nor determined to commit crimes. Such laws make things worse for the assaulted and better for the assailants; they serve rather to encourage than to prevent homicides, for an unarmed man may be attacked with greater confidence than an armed man."
- Thomas Jefferson

Most Civilians don't have sense enough to get the hell out of a war zone, and end up stumbling across streets filled with gyro fire and exploding vehicles on their way to work at the post offices, gas stations, and fast-food franchises that compose the majority of Civilian cities. Occasionally, Civilians will band together in riots and uprisings against government oppression or in support of their local sports team. Other times, they'll grow tired of the local warlords' continued raids for supplies and entertainment, and take it upon themselves to try and fend off the brigands. Regardless of the situation, a Civilian heading out onto the battlefield hasn't got much to look forward to besides getting splattered.

Civilians don't have the training to use military-only equipment like surface-to-air missiles and assault helicopters. They can figure out how to use standard minifig weapons, but don't expect them to be very effective with them.

The Professional
Skill:Skill:d4(Incompetent) Move:4" Armor:4 Specialties: Stupidity (controlled by all players); Job Training (Skill:d6)

The Animal
"I loathe people who keep dogs. They are cowards who haven't got the guts to bite people themselves."
- August Strindberg


Infantry
The Minifig
Skill:Skill:d6Move:5" Armor:4
Signature Item: any minifig weapon


The Cannon Fodder

Skill:Skill:d6Move:5" Armor:0 Specialty: Inconsequential

The Skirmisher
Skill:Skill:d6Move:7" Armor:3 Specialty: Disengagement

The Scout
Skill:Skill:d6Move:5" Armor:4 Specialty: Pathfinding (Skill:d8), Tracking, Stealth
Signature Item: optics (binoculars, telescope, sextant) or communications gear (radio, signal flag)

The Marksman
Skill:Skill:d6Move:5" Armor:4 Specialty: Marksmanship (Skill:d8)
Signature Item: Long-Ranged Weapon


The Heavy Infantry
Skill:Skill:d6Move:5" Armor:4 Specialties: Shield Wall, March
Signature Item: Heavy Shield

Specialty: Shield Wall (+1CP)
Heavy Infantry specialize in coordinated use of Heavy Shields. If a Heavy Infantry unit is in a Squad with one or more other Heavy Infantry units, all with Heavy Shields pointed in the same direction, then they have formed a Shield Wall. While protected by a Shield Wall, all Damage from the other side of the Shield Wall is automatically Parried. This does not spend any of the units' Actions or Counters; it happens automatically. Heavy Infantry can't use their Shields to Parry damage from any other direction without breaking the Shield Wall.

A Heavy Infantry Squad cannot be forced to engage in a Melee through a Shield Wall. If they are forced to engage in Melee from an attack on one of their un-Shielded sides, or if they choose to drop the Shield Wall and engage in a Melee voluntarily, the Shield Wall is disrupted and any Shield Wall benefits are cancelled for as long as they are in Melee.

Specialty: March (+1CP)
If a Marching unit is in a Squad with at least one other Marching unit, they can March in formation, walking at normal speed and ignoring Movement penalties from Body Armor or Heavy Armor. Marching is walking only - units cannot jump, Sprint, or climb in the same turn as Marching, although they can still Bail if necessary. Marching does not cost an Action.


The Heavy
Skill:Skill:d6Move:4" Armor:5 Specialty: Compensating
Signature Item: any Too Large weapon


Operators
The Rider
Skill:Skill:d6Move:4" Armor:3 Specialty: Horsemanship
Signature Item: a Horse

The Pilot
Skill:Skill:d6Move:4" Armor:3 Specialty: Piloting (Skill:d8)
Signature Item: a Vehicle


The Gunner
Skill:Skill:d6Move:5" Armor:4 Specialty: Gunnery (Skill:d8)
Signature Item: a mounted Weapon



Support


The Tek


The Medik
Signature Item: medikal tools (a briefcase, a syringe)

"Doctors are the same as lawyers; the only difference is that lawyers merely rob you, whereas doctors rob you and kill you too."
- Anton Chekhov


The Mechanik
Signature Item: mechanik's tools (a wrench, a hammer)

The Engineer


The Cybernetik


Elite Units
"I figured that if I said it enough, I would convince the world that I really was the greatest."
- Muhammad Ali

The Sniper

Skill:Skill:d6Move:5" Armor:4 Specialties: Stealth, Sniping

The Commando
Skill:Skill:d6Move:5" Armor:4 Specialty: Field Training (Skill:d6)

The Assassin
Skill:Skill:d10Move:7" Armor:4 Specialties: Stealth, Sneak Attack, Spider Gymnastix

The Hero
Skill:Skill:d10Move:7" Armor:2d6 Specialty: Heroic Ego (1 Feat)

"We can't all be heroes, because somebody has to sit on the curb and clap as they go by."
- Will Rogers

Command Units

The Officer
Skill:Skill:d8Move:5" Armor:4 Specialty: Leadership

The Officer
(Download the Officer card)

While not Heroes in their own right, there are certain minifigs that are possessed of a stubborn mindset that leads them to push themselves and their comrades harder than most would find sensible or even conscionable. While this results in abilities slightly improved from those of their peers, it is these minifigs' special pigheadedness, rather than their other skills, that qualifies them for promotion to Officer ranks.

In most regards, an Officer is nothing more than a slightly-improved minifig with a couple extra decorations. He has a Skill of d8, a Move of 6”, and Armor of 4. His one unique advantage is his Command training, which allows him to push subordinates to all-new slightly-improved levels of performance. When at least one minifig with the Leadership Specialty joins in on a Squad's Combined Action, he raises the Skill of all participating units by one die size, up to a maximum of his own Skill die size. In a Combined Action, an Officer with Skill d8 raises the Skill of Incompetent units from d4 to d6 (although they still retain their Stupidity (10.1: Minds)), and the Skill of regular minifigs from d6 to d8. Meanwhile, the Skill dice of other Officers and Heroes in his Squad remain unchanged at d8 and d10, respectively, because he can't use Leadership to raise Skill dice to a level higher than his own.

The Leader
Skill:Skill:d6Move:5" Armor:4 Specialty: Inspiration (Skill:d6)

The Great Leader
Skill:Skill:d6Move:5" Armor:4 Specialty: Megalomania
"Kill a man, and you are a murderer. Kill millions, and you are a conqueror. Kill everyone, and you are a god."
- Jean Rostand





11.3: Military Careers
* work in progress